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INSPIRED BY GUILLERMO DEL TORO’S MASTERPIECE
INTRODUCTION The Colossal Compendium is an epic D&D 5E supplement for Chalisha: A Continent Divided Campaign Setting. It is told across two adventure products, of which the first – Horde of the Dragon Enclave and the second – Rise of the Five-Headed
colossus or will you side with the flying citadels of dragonborn, elves and their mighty dragons? Or will you break the forbidden norms that has split the two factions for many generations. Or will you be after the legendary Mass Driver to finally defeat your opponent, an artifact weapon so powerful it can destroy entire cities in a glimpse of an eye!
Scourge. Characters begin at 1st level, and by the end of
The focus of the supplement’s setting is the continent of
Horde of the Dragon Enclave, they should be 8th or 9th
Colón, part of the fictional world of Chalisha, usually
level and ready to continue with Rise of the Five-Headed
called simply Chal, an Earth-like planet with many real-
Scourge. The Colossal Compendium is set in the Divided
world influences. Unlike Earth, the lands of the Chalisha:
Continent with the Calishan Empire’s vast western side
Continent Divided setting are not all ruled by the human
and the Dragon Enclave’s stretch on the eastern side. A
race: the continent is shared by humans, dwarves, and
thin strip of civilization stretches the coastal lines, where
their titanic colossi machines on one side and
widely spaced fortified city-states are strategically
dragonborns, elves, and their mighty dragons on one
arranged like pawns on a chess board. A combination of
side. Those lands left unclaimed are home to humanoids,
roads and wagon tracks loosely connect the base-like
goblins, orcs, and other peoples and creatures.
city-states that stretch from Lufkin in the Neorth to
Technologically, the world of the Chalisha: Continent
Calisha in the south, passing through Longwinter,
Divided is not nearly as advanced as that of Earth; in this
Waterkelp, Dumbhar’s Gate, and other great ports along
respect, it resembles the pre-industrial Earth of the 14th
the way. In the east, the flying citadels of the Dragon
century. However, the presence of magic provides an
Enclave float above the vast mountain ranges and deep
additional element of power to the societies most
woods where elves and dragonborn dwell in large
especially the dragonborns and elven factions.
communities. The biggest among these flying citadels Skyreach is a massive floating island on its own and is ten times the size of the largest citadel. Amongst these flying citadels, dragons in human and elven forms walk and rule the populace. Background Welcome to the Chalisha: A Continent Divided Campaign Setting. It is the setting for the world of Chalisha. A world locked in massive forests, coastal
For the kingdom of men and dwarves, there are several nation states and many independent city-states, with loose alliances being formed for defense or conquest and mostly under the rule of an emperor or warlord. Cities were built to accommodate from the miniature dwarves to their colossal 200 foot bipedal machines that they forge their weapons for while men rule over the affairs of the cities on the daily basis. Highlighted in here is the Empire of Calisha.
lands and glacial ice. Where men and dwarves mount colossal titans led by the immortal Daryth and where
On the other hand floating magical citadels of the
dragonborn and elves ride gargantuan dragons ruled by
Dragonrace known as the Dragon Enclaves abound on
the enigmatic five-headed Tiamat. It is a land devastated
the eastern lands with elves residing in dense forests
by battles that ripped catastrophic magic from the
below. The line between dragons, dragonborns and elves
heavens and bellowed out technological destruction from
have long been blurred with dragons and even
the depths of the earth.
dragonborns able to assume elven or human forms to
You were born of this world adventurer. Choose your side. Will it be the empire of men, dwarves and their
mingle with the inhabitants of the citadel communities as well as the enemy populaces at will. Dragonborns in
their imposing humanoid builds (if not disguised) act as overseers and enforcers on behalf of their dragon masters while the elder dragons reside hidden in the highest parts or the deepest caverns of the territories. Elves meanwhile act as heralds and supporters of dragons having lived long enough as with the great wyrms and in great distaste of the far younger human and dwarven races. The Calishan Empire has risen a few hundred years after the Dawn Breaker Wars while the Dragon Enclave has been active in Chalisha for centuries. The Calishan Empire consists mainly of humans, dwarves, gnomes and giants. Its goal is to expand the empire to stretch across the Divided Continent and to get rid of all draconic entities and their territories thus unifying the continent into one nation under human rule. They are led by their quasi-deity emperor Daryth of Calisha, the Twin Ruler who commands phalanxes of gargantuan war machines known as the colossi. Far older than the empire, the Dragon Enclave consists mainly of a loose alliance between dragonborn, elves and their masters the dragons - mostly chromatic in nature. It has focused on growing the territories of the enclave for their mistress Tiamat and making undead dragons to fulfill a prophecy of reviving her long lost consort Abzu, the Tyrant of Dragons. Supporters of the Calishan Empire and Agents of the Dragon Enclave continually clash against each other as they try to advance their own agenda with an occasional human siding with the enclave for his own selfish ambitions or a metallic dragon in human disguise working as a benefactor for the empire to counteract her chromatic kins.
The Calishan Empire
Note to DM's and Players The campaign setting for Chalisha: Continent Divided depicts a world ravaged by industrialization, magic and wars. The campaign settings are divided into two warring factions - the Calishan Empire (Humans, Dwarves and their titanic Colossi) and the Draconic Enclaves (Dragons, Dragonborns and Elves). In their bid to finally defeat the other faction both the and the Enclave send out as parties battles are Empire now known as Desolations such the to search for the Mass Driver - a weapon so powerful it Desolation of an Ammin can destroy entireand citythe in aDesolation glimpse ofofanNehaala. eye! Also Deiticis Parts are very andthe dangerous The empire militaristic in powerful nature with Emperor, his magical items being used to create the powerful secretive Calishite spy network, the Calisher police and Colossi and are the constant points of struggles and Imperial Armiestrycontrolling muchpowerful of society. conflictField as humans to covet these items for their own devious ends either to sell them to highest bidders or to create their own gargantuan war City-States machines for conquest while the enclaves need these parts in order to rebuild body of their Goddess' The Great City-States are the huge metropolises with long fallen consort, Abzu the Tyrant of All Dragons. massive architectures, infrastructures, road systems and gateways designed and built with the intention of housing dwarves and gnomes, of men and of course the giants and colossi they live with and utilize in battles. Most great city-states have a random mix of the population with humans 40%, dwarves 30%, giants 20% and other races at around 10% of which are normally travellers just passing through the city. Most buildings in the cities are designed like hangar bays with several set of doors and gates to accommodate entry and exits of men/dwarves and the giants/colossi at the same time. City-States are always walled with most towering around 100 to 200 feet in height. The Honourable City of Conwe, the Capital, holds the record for the highest walls and battlements at around 500 feet, taller than the tallest known colossi.
The Calishan Empire encompasses the great City-States found in the western territories of Colon. The great CityStates comprise of 9 kingdoms which are under the rule
Imperial Field Army The Empire comprises of the following assets:
of the Honourable City of Conwe wherein resides the Castle Fortress of the Twin Emperor Daryth Calisha.
9 City-States and their surrounding kingdoms,
Before there were more than nine City-States but what
principalities, duchies and baronies. All of the remaining
were left of these great cities after several centuries long
City-States are walled from one end to the other and protruded with battlements and batteries of bombards
and rapid-fire scorpions designed to thwart masses of
A Colossus is an imposing structure on its own towering
dragon attacks. The 9 City-States are The Honourable
around 200 ft in height and fully plated from its head
City of Conwe, The Citadel City of Gothmog,
down to its feet. The armor of a Colossus is so thick that
Cheybrook the City of Grace, Lafelb Keep, Dumbhar’s
cranes and contraptions built on tall towers and edifices
Gate, Waterkelp, Longwinter, Batun Bay, and Seagrove.
are needed in order to place a single plate on any part of
Each City-State is a megalopolis with ten times the sizes
the Colossus. The Colossus on its own acts through its
of everything from structures, roads, bridges, gateways
pilots positioned inside its helmet at both side of where
and even the walls themselves.
the ears would have been. Pilots manoeuvre and shout
Besides being a megalopolis on their own, each CityState is a super fortress and a garrison of the Imperial Army.
their command through those auricles and it takes years of training in order for two pilots to execute the right commands all at the same time and with synchronized timing. It is possible for a single pilot to command a
Each City-State except Lafelb Keep is the headquarters
Colossus but the movement rate and initiative of the war
of one of the seven Imperial Field Army. Lafelb Keep is
machine is so greatly slowed to make it downright
the headquarters of the Imperial Naval Fleet.
immobile. Colossi are armed to the teeth with huge
1 Imperial Field Army 1 Field Army has 2 Imperial Corps Each Corp has 2-5 Divisions Each Division has 3 Brigades
weapons of war and are manned by a gunner or weapon operator for each weapon or two in the case of trebuchets. Scorpions can be held by hand and do not need gunners. But for the other weapons of war a gunner is needed for each one in order to operate the weapon. A typical combination of weapons for a Colossus are as
Each Brigade has 3 or more Battalions
follows:
Each Battalion has 3-5 Companies
2 crossbows / scorpions (left and right side of the head)
Each Company has 3-5 Platoons
1 scorpion / mitrailleuse (hand)
and each Platoon has 3-5 Squads of 6-12 Soldiers with
2 mitrailleuse / bombards (left and right shoulder)
one third of the total controlling a Colossus A Squad is the smallest combat unit for the Empire and consists of 2 colossus pilots (if with colossus), 2-4 gunners and 4-6 independent fighters of various expertise like lancers, swordsmen, pikers or archers in any combination on horse- back tasked with protecting their colossus from close-quarter enemies. Most Squads at least has a Colossus, 200 foot gigantic golem-like war machines that are fully armor-plated and armed with
2 ballistae / flame cannons (left and right hip) Other weapons may be placed but will need more people to effectively run it thus will greatly encumbered the colossus and slow it further. Trebuchets, catapults and mortars are positioned at the back. Those who do not want the heat of bombards may replace them with ballistae or scorpions.
The Emperor
large siege weapons like bombards, rapid scorpions, ballistae, mitrailleuse, traction trebuchets or mangonels, the larger counterpoise trebuchets, flame cannons or greek-fire projectors, battering rams or the even if warrant found – the fabled mass driver!
The emperor of the Calishan Empire is the god-like Daryth Calisha or what could well be two Daryth Calishas as they were born twins thus he is aptly called The Twin Emperor. Emperor Daryth is so bent on his mission to crush the Dragon Enclaves and unify the
Divided Continent. The God of War and Patron God of
importantly, a person who is erudite in draconic lore
the Empire, Tempos Striker gifted the emperor with
becomes a wyrmspeaker while wearing the mask, which
immortality so that he does not age. He also taught the
allows the wearer to think like a dragon, gain favour
earlier civilization to harness the remains of his fallen
among dragons, and subtly influence their behaviour and
comrades from the wars that ensued long ago in order to
if powerful enough to command them at will. When all
create gargantuan constructs that can meet the powerful
ten are brought together, they magically merge into a
dragons of the enclave in battle. But the knowledge
single Tyrant Dragon Mask. With the assembled mask,
proved too powerful and fatal that it destroyed half the
the enclave can revive Abzu, Tiamat’s deceased consort
continent when they tried to revive the legendary
from the otherworldly plane of which his remnants are
Warforged Colossi. From the remnants of that destroyed
kept. After Severinth (subtly guided by Tiamat)
civilization rose the Calishan Empire. The empire reaped
discovered that secret, he bent all the enclave’s resources
the fruits of the discovery of creating the mighty colossi
to finding the long-lost dragon masks in their secret
and their use during the final days of the Dawn Breaker
hiding places. When he recovered the powerful Skull
Wars turned the tide of the war in favour of the fledgling
Dragon Mask, Severinth became the first of the
Empire and pushed the Enclaves back to the eastern
wyrmspeakers, but others soon followed thus forming
territories. As with the agenda of the empire, vast
the Circle of X.
resources and manpower are spent trying to recover lost deitic parts, remains of fallen gods and deities, used to
Secrets
power up their massive constructs of war. Once a deitic
The Dragon Enclave has kept secret its goal to bring
flesh or part is merged in the heart or protean chamber of
Abzu back into the world thus far. Many know of the
the colossus, it gives the construct life and becomes a
enclave’s increased activities along the Eastern Coast
semi-sentient being of enormous size and sheer power. It
and especially in the Neorth, but the reasons behind the
is rumoured that the emperor himself commands a
resurgence are unknown. Besides his enclaves, Severinth
Mithril Colossus, one of the rarest and most powerful of
has forged an alliance with a splinter faction of the War
the colossi kind. But even despite that, Emperor Daryth
Wizards of Thawe. This small and secretive group, led
has under his command the Imperial Field Armies
by an outcast named Wrath Mordock, plots to unseat the
together with dozens of Hill Colossi, Terran Colossi and
war master Szass Tamt from his position over the War
Tungsten Colossi as well as hundreds of thousands of
Wizards. Wrath believes that in exchange for his help in
infantry troops, mounted cavalries, engineers, artilleries
reviving Abzu, Tiamat will grant him the power he needs
and siege engines; fleets of dreadnoughts and warships
to overthrow Szass Tamt.
and Pearl Colossi for naval forces and Cloud and Storm Colossi and pegasi and dirigibles for aerial forces.
The Dragon Enclaves
Organizations The Dragon Enclave is organized into each flying citadel and the smallest units are called cells, which vary in size
The new leader of the Dragon Enclave is a former
from just a handful of members to scores. Leaders in the
Calishite ring agent named Severinth Silrajin, who
Enclave are known as Wearers of Scales, and they
believes that real draconic knowledge and power belongs
outrank normal enclave members, but no formal grades
to living dragons, not undead ones. Severinth’s ambition
exist within the ranks of the Wearers of Scales. Although
amused Tiamat, so she revealed the existence of ten
the Dragon Enclave uses regalia in its rituals and its
dragon masks to him—one for each chromatic dragon
distant camps, members who operate in public places
color plus a new one. Separately, these ancient masks
dress and act no differently from anyone else. The
allow wearers to communicate with dragons. More
Dragon Enclaves consists of dragons, dragonborns, elves
and their different minions from dragoon kobolds to
dragon placed at the enclave’s disposal and prevent it
ambush drakes to dragon claws and dragonspawns. The
from reaching its destination at the Pit of Dragons.
enclave is not above hiring mercenaries even human mercenaries when it has special jobs to fulfil. Indeed, many of the enclave agents that the characters encounter in the episodes of this adventure are working for pay.
Overview During the time covered by the campaign setting’s two adventures, the Dragon Enclave already has several of the ten dragon masks. While the cult works to gain more, Severinth initiates the second part of his plan to revive Abzu through the machinations of Tiamat: recruiting chromatic dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the enclave. The action begins when the frontline defense keep of the Empire, Neerzet comes under attack by a huge dragon and its allies. Characters has to intervene to save fellow soldiers and townsfolk, but most importantly to deliver a deitic part to power up an inactive terran colossus before attackers devastate the keep and carry away an important scholar. While rescuing that captive from the raiders’ camp, characters learn they are up against the Dragon Enclave’s Wyrm Ring and Circle of X (Ten), and they have the chance to destroy a subterranean dragon hatchery that the enclave cultivates and guards in the
Dragon Enclave Forces The Enclave comprises of the following assets: Several Flying Citadels. Eons ago, draconic gods built these flying fortresses to take their ancient battle against giants and humankind into the skies. The spirit of a dragon enables it to fly—this ancient bond dates back to the days when dragons and giants fought great wars. The binding kept other races from taking these castles for their own, and the bond still holds centuries later. The Enclave controls most of these flying citadels with the castle’s owner, a dragon of adult to ancient type. The spirit of a deceased dragon controls the castle’s propulsion and buoyancy. The flying citadels are carved from volcanic stone, granite rock, ancient wood, tempered metal or ice so thick as to be opaque depending on the type of draconic creator who constructed it. The ice for instance is as strong and impenetrable as granite, thanks to ancient white dragon wizardry. Towers and walls surround an iceberg core that’s been hollowed out to serve as the lair of a powerful white dragon allied with the enclave. The whole thing can be hidden under a veil of fog and cloud, or set to move slowly with the wind. Different citadels’ designs vary accordingly.
Enclave borderlands. The hatchery provides clues to the
Dragons come in hordes of chromatic varieties (and thus
enclave’s secretive operations and sends the characters
are generally evil) and ages from white, black, green,
on a long journey northward to the Neorthlands. During
blue and red dragons of the hatchling type to the few
that trip, they face threats from the Dragon Enclave’s
ancient ones who grew to up to 200 feet long. There are
White Legion led by an ancient White Dragon and gain
also of the yellow, brown, turquoise and shadow
some unexpected allies within the Chentaurim, a
varieties.
shadowy organization with an unsavory history. North of Waterkelp, the enclave’s contraband is offloaded at a smuggler’s den for shipment to a flying castle long ago abandoned. A portal beneath the temple connects to the stronghold of one of the enclave’s most powerful and most disgruntled members, Talos the White, who can become either a deadly enemy or a crucial collaborator to the characters. With or without Talos’s help, the characters must get into a flying citadel that a white
Besides the evil ones that consist the enclaves, there are also metallic dragons in Chalisha though they tend to be rare and solitary. There are gold, silver, copper, bronze and brass dragons. Then there are still rarer varieties like the adamantine, cobalt, mercury, mithral, orium, and steel dragons. Though the metallic dragons would not side with the evil plans of the Dragon Enclave, seldom organize themselves into a cohesive unified force and would rather mingle or intervene with the other
Chalishan races’affairs alone in their goal to thwart the
aged dragons do so happen to fear). Their belief was that
malicious plans of their evil dragonkins. Due to massive
dracoliches were destined to one day rule Chal and
evolution throughout the ages, most dragons in Chalisha
beyond. They could become inhabited by objects which
are ten times bigger than their other worldly counterparts. Due to the gravitational pressure exerted on such huge bodies, dragons who have lived passed the expected age and has grown tremendously in size tend to lose their flight abilities and would rather trudge.
were created in their image especially with the image of the skull.
Activities The Dragon Enclave’s main activities were to gather intelligence for the evil dragons of Chal, contribute
Besides dragons, the enclaves also utilize various
treasure for their hoards, and aid them in any way
dragon-like species for different purposes most notably
possible, in an attempt to gain the cooperation of these
dragonborns to act as their commanders and enforcers in their armies, dragonspawns as their elite troops, drakes as scouting and attack hounds and dragoon kobolds as
dragons. They were also able to make preparations for these evil dragons to transform into dracoliches, and guard dragon lairs, sometimes containing dragon eggs or hatchlings, while these dragons went to hunt or raid.
their main infantries; elves their allies as heralds, scouts and elite forces while evil humans as engineers, mercenaries and dragon claws. The enclave also utilizes dangerous darkpowder technology and their army usually tow ribaults, mitrailleuse mortars or bombards with them in carriages or specially-made trolleys.
In exchange, the members of the Dragon Enclaves would seek permission to use the dragons' lairs for shelter or base of operations, and ask for help from the dragons if they were ever called upon using the rings of dragons. The Enclave was active throughout the continent, but was especially powerful in the Eastern Lands and the Neorth, where dragons were particularly abundant. Cult
The Dragon Enclave follows a hierarchy of priests and
member activities included gathering information on
followers of the goddess Tiamat. They are a semi-
particularly rich caravans to be raided, stealing unique
religious evil organization venerating undead dragons, or
items to be offered to their masters, and leading raids
dracoliches, and then later the chromatic dragons
against their enemies (who, in their minds, were all those
founded by Sammajor, a powerful wizard. Sammajor
who might oppose the rulership of the dragons). Senior
possessed great power, in a manner similar to the highest
members of the Cult of the Dragon were given the secret
level mages and wizards in Chal. In Sammajor's case
of creation of dracoliches and each was also in
however, the additional power brought delusions of
possession of a ring of dragons. The keepers used these
godhood and madness, and he came to believe in time
to protect themselves against assailants.
that "dead dragons shall rule the world entirely" and began to work toward that goal, fighting the several Champions of Arcana and even the god Lathander Morningstar along the way. While Sammajor has died, risen as a lich, and fallen again, his enclave lived on, grew to a great territory in the East and continued to threaten the Western Imperial lands.
The enclave was not against legitimate commercial activities, and as such it had several merchant members who used their well-earned money to fund projects in the west.
Hierarchy The structure of a Dragon Enclave cell was comprised of
The Dragon Enclave venerated dragons, evil dragons in
two distinct tiers of cult members, the higher-echelon
particular, and specifically dead evil dragons. They
Keepers of the Horde, and the more common Followers
reanimated the gargantuan corpses as powerful and fell
of the Scales. Each cell was led by one or more members
dracoliches. The Cult acted as an information network
of the Wearers of Scales, whose members commonly
for its draconian "masters", brought gems and riches as
overlapped with the Keepers.
offerings, and encouraged evil dragons to become dracoliches (avoiding the fate of the Wyrm stages that
Keepers of the Horde
The true believers within the Enclave. This group was
Enforcers. The lowest tier comprising of the four
comprised of wizards, most commonly necromancers, a
remaining colors of the chromatic dragons that are not
handful of priests and clerics and the most ruthless and
designated on any of the tiers above. White and grey
vicious of the enclave warriors.
dragon representatives normally only reach this tier in
Only the enclave mages have the arcane knowledge
leadership.
required to take active duty in providing dragons with
Each member of the Council of X seeks one of the nine
beneficial magical items as well as prepare the esoteric
fabled Dragon Mask of the color of his office (the
potions and rituals needed for a dragon to become a
Wyrmspeaker wears the Skull Dragon Mask). By the
dracolich. They also have the means to control dragons
time of the adventure, several members of the council
that have reached wyrm stages and to manipulate them.
already have it and use it to awaken or summon the
As divine spellcasters members were somewhat rare, the
biggest dragons.
mages also often controlled the lesser undead and supported the cell's leadership Followers of the Scales In addition, the Enclave employed many mercenaries and warriors to act as martial security, and outside agents such as merchants to act as spies, smugglers or fencers (move their illicit goods) or adventuring companies, while unbeknownst to them, rid the world of problems that hamper Enclave activities.
Restructuring By the 15th century DR the organization and structure of the Dragon Enclave had somewhat changed in time: The Council of X. Ten members comprised the enclave’s highest echelon. There was one office for every color of the chromatic dragons and are arranged as a pyramid with one office on top, two on the second tier, three on the third and four on the lowest tier: Wyrmspeaker: The highest office normally occupied by a dracolich and his humanoid or elven counterpart.
Dragonborn: Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of generals or commanders in the Enclave’s great wars, and still others find themselves adrift, with no clear calling in life. Dragonsoul Dragonfang Dragonwing Dragonclaw Initiates: Entrants into the enclave would train for months or years, and have to pass a series of tests before finally attaining the rank of dragonclaw. Just like with the Council and Dragonborn, Dragonsoul members down to dragonclaws are also segregated and
Advisers: Two of the second highest office normally
organized into castes of different colors with reds
occupied by a red and a commonly a blue or yellow
normally having higher status than that of grey ones.
(depending on the more powerful color at that time) and
Officially there are nine castes in the Dragon Enclaves
their humanoid counterparts. They normally act as
based on colors of the chromatic dragons and each with
second in commands of the Wyrmspeaker or ambitioning
different functions in the organization.
to replace him with one of them if he dies.
Reds normally lead the entire organization as dictators,
Tribunals: The third highest office comprising of the
blues tend to become commanders in the armies, yellows
accuser, judge and executioner. This tier is normally
are in charge of espionage, black are the interrogators,
occupied by a blue dragon, a black dragon, and either a
greens are the cruel administrators while down to the
green, brown, or purple dragon and their humanoid
white and greys who are the bullies and enforcers of the
counterparts depending on who is the more powerful
enclave.
color at that time.
History
Ages ago, The Dragon Enclave lacked any formal headquarters or strong leadership, which caused the organization to be disjointed and often in conflict with itself due to their chaotic and evil nature. Although Sammajor was killed in 916 DR during an ambush by an adventuring party and clergy of Lathander
The known world of Chal is a massive continent that is
Morningstar, Agathon Synclaire led the organization
split into two opposing territories – the Empire of
underground, and Sammajor gained lichdom, having prepared for the event of his death. By around 1370 DR, the Dragon Enclave had spread
Calisha in the west and The Dragon Enclaves in the East. Whether there are other continents existing in other parts of Chal that is yet to be seen.
widely, and its own tenets had diverged, leading to members in different areas having different ideas of the
The Calishan Empire makes up the biggest territories
Enclave's formation and ultimate destiny.
that include the Empire itself, the Kingdom of Pathez,
After Sammajor the Lich's destruction in the late 14th century DR, the cult had no true leader, although, as of the Year of the Ageless One, 1479 DR, it revered
Neorth, Principality of Nash, Kingdom of Atuz and recently the Kingdom of Skale which formerly belonged to the Enclaves. Though there are many smaller baronies,
Blackclaw Talon as its ultimate authority. The cult was
duchies and towns but the most notable are the 9 major
organized into semi-autonomous cells, each led by a
city-states that act as super fortresses of the Empire. The
"Wearers of Scales”.
capital city the Honorable City of Conwe houses the
It was during this leaderless period that a cultist named Severinth Silrajin decided that the Chronicles of Years to
Imperial Throne of the Empire and is the biggest citystate with fortified walls reaching as high as 500 feet
Come had been mistranslated by Sammajor, and
high. The Citadel City of Gothmog is west of Conwe.
predicted that the world would be ruled not by dead
Lafelb Keep which is the home of the Imperial Navy is
dragons, but by living ones. He quickly rose through the
the farthest west. Batun Bay is in the Kingdom of Pathez,
cult's ranks until he became its leader, at which point he
Seagrove is in the Neorth, Cheybrook the City of Grace
refocused the cult's efforts to revering Tiamat and
is in the Principality of Nash, Waterkelp is in the
bringing back her consort Abzu into Chal to rule over the world.
WORLD OVERVIEW
Territory of Ipjerjar while Longwinter is in the Kingdom of Atuz. Dumbhar’s Gate is also in the Kingdom of Atuz on the eastern side and serves as the gateway going
The Dragon Enclave to and from the Kingdom of Skale. It used to be the first line of defense of the Empire against the Dragon Enclave until a successful campaign led by General Tobias Durnhill pushed the 6th and 7th Imperial Army conquering majority of the Kingdom of Skale and pushing back the draconic forces to the eastern edge. Neerzet , formerly a small town in the eastern edge of Skale, was then converted to a new army base that overlooks the border of Skale going into the Dragon Enclave mainland and other adjacent territories. The Dragon Enclave on the other hand consists of the Dragon Enclave with its Flying Citadels hovering above the elven woodlands and forests and on other strategic locations within the territories. Skyreach Castle is the capital and the biggest of the flying citadels which is ten times the size of the others. Kistisarloth is the homeland of most of the elves in Chal. Other territories which are slowly being encroached at by the Enclave are Vush in the northeast, the Emirates of Zhultan in the east, the Kingdom of Feptan southeast of Kistisarloth, the mystical lands of the Mullorandi and Unther in the south. Of the all the territories, the centrally-located Kingdom of Skale served as the main battlegrounds of the two forces for ages.
The Imperial Side
Empire - South
Empire – Southwest
Empire – Northwest
Empire - North
Lafelb Keep
Batun Bay
Conwe and Gothmog
Longwinter|Dumbhar’s Gate
Cheybrook, City of Grace
Seagrove and Waterkelp
Enclave - North
Enclave – South
Enclave - West
Kingdom of Skale
Skyreach
Enclave – East
Emirates of Zhultan
Elves and Feptan
Grand Duchy of Vush
Unther Lands
Mullorandi
Southern Tip of Feptan
Kingdom of Skale. Most of its land is covered by the Sylvan Woods. Filled with magic and mystery, it is ruled by one of the most potent spellcasters of the Chal, Arcane Simbulaster, who also has an affair with the immensely powerful Emperor Daryth Calisha’s twin. On the north are the Dragonspire Mountains home to some dragons who has not aligned with the enclave. It is mostly humans who make up the nearly 1,300,000 inhabitants, though one third are dwarves and a fair number elves. This area is rumored to have once been the elven realm of Evristansala, home to the all but a forgotten race of elves who all but fled after the incursions of the humans and their dwarven cohorts. The elves now dwell in a new Evristansala in the east but has not forgotten what the humans have done to their original homelands. Atuz is constantly fending off attacks from Skale when it was still under Enclave dominion. But after the 6th and 7th offensive done by General Durnhill to push the enclave forces from Skale mainland back to the borders, Atuz has found a relative time of calm and peace… for a while. The economy is mostly fishing, but piracy is exceptionally high here with smuggling, slave trading and fencing of stolen magical items and illegal goods like darkpowder rampant and may be counted as part of the economy.
City-State of Longwinter Longwinter is a powerful city-state and the capital of the Kingdom of Atuz in the Chalisha: A Continent Divided FHP Homebrew campaign setting for the Dungeons &
City-States and Kingdoms Atus
Dragons fantasy role-playing game. Longwinter was founded by Lord Havalth Longblade. It sits on the northwestern coast of the continent of Colon. Longwinter, also known as the City of Great Hands and
Atus is an autocratic kingdom on the continent of Colon
the Jewel of the North, was a multi-racial city-state
in the northwesternmost part of the Eastern Front, with
sitting on the northwestern Coast of Colon. Longwinter
the capital the famous city-state of Longwinter. It is a
was regarded by Samwise Dieder as the most
peninsula bordered on the northeast by the Sea of
cosmopolitan and the most civilized city in all of Chal.
Mourns and Ipjerjar in the West and on the East by the
The city was a member in good standing of the Imperial
Batun Bay is a city-state which sits on the coast of the
Alliance.
continent of Chal.
Its citizens are called Longwintians or Longwits. Its
The sprawling port-city of Batun Bay is a city within the
denizens consist of humans, dwarves, giants and a
country of Pathez. It is on the water, and the desert, so it
minority of half-elves and elves (though with disdain).
has ways of travel by both. Turbulent Tides by sea, and
Plus a much smaller minority of dragonborn, eladrin,
Neorth by caravan. But some of the runs that the local
tabaxi, tieflings, orcs and half-orcs.
traders go as far as the Principalities of Nash and
Longwinter’s economy is mostly dependent on imports of smiths, crafters and mercenaries (for the Imperial Field Army) and exports crafts like clockworks, exotic lamps and furnitures, fish, horticulture, logging, magical innovations and artillery weapons. The City-State of Longwinter is the home of the 6th Imperial Field Army under the leadership of General Havson Longblade, the great-grand son of the cities’ founder and a brilliant military strategist. His imperial army consists mainly of conscripts, infantry, cavalry, mobile artillery, siege engines, hill colossi, terran colossi, a number of tungsten colossi and special frost colossi which are permanently based in Longwinter ready for hazardous arctic combat. Longwinter may not have gotten its name if not for the subfreezing temperature it has to deal with most of the year similar to that of the Neorth.
Kingdom of Pathez The northestern Kingdom of Pathez is cold, wild, northern land that was home to berserker warriors and powerful, revered witches. It was a place of spirits of nature, and a land mostly untamed. There were the cities though, and the capitol Batun Bay, the latter being the home of the Iron Lord who nominally ruled this land. The land of Pathez was bordered in the west by savage
Kingdom of Atuz. Ironlord Ezura Azure is King, but the Crime Guilds run the streets. It's all well-organized so an outsider wouldn't know the difference. Bead stands, harems, and taverns line the streets, but as usual there is always a top provider of both. Mystic Tavern, which has an opium den in the back, and the Glistening Harem that has a wondrous bath house. Batun Bay is home of the 4th Imperial Field Army under the leadership of General Jesse Alincomet. The army consists of desert experienced infantry and cavalry troops, siege engines, the standard regiment of Hill and Terran Colossi, Magnesium Colossi for desert campaigns and the Cloud Colossi and dreadnoughts of the Imperial Navy
Barony of Dinah The Barony of Dinah is a small territory right at the southern portion of the Calishan mainland. Through the mid–14th century DR, Dinah was governed by Baron Jared Herokales, a war hero and paladin. Herokales was dedicated to law and order and good and fair justice for all. He also felt everyone should enjoy the fruits of their own efforts as far as possible, and no one should be exploited or restricted. His policies kept life in Dinah quite pleasant although it was annexed to the highly militant Empire.
Turbulent Tide seas, east by Neorth and in the south by
With the Empire's naval shipyards in Dinah’s capital
the Endless Wastes of the Calishan Highlands and part of
Gothmog, the city was well defended by sea, with up to
the mountain range that enclosed Thawe. The Iron Lord
twenty to forty warships and dreadnoughts ready to set
rules the kingdom while the General of the 4th Imperial
sail and a dozen Pearl Colossi to be deployed when the
Field Army takes care of Batun Bay as part of the
need arose. However, its land forces were few—only
annexation of the Calishan Empire.
5000 soldiers and guardsmen who patrolled the city in
Batun Bay
twenty companies of 250 troops each with platoons of 25 protecting the city-state and the entire barony. What kept
the barony secured was the presence of the 2nd Imperial
when it was still under dragon territory. That part of the
Field Army which has barracks and field headquarters all
border running from south of Atuz to the Bordean Seas
throughout the barony.
does not have any permanent settlement since it is prone
The City-State of Gothmog
to being a constant warzone. The former enclave Keep of Nathasha is the closest settlement there is right at the
The City-State of Gothmog was a small city of 15,000
heart of the No Man’s Land but it used to belong to the
people, an overwhelming 95% of them human, with
Enclave and is but desolation now after being bombarded
demihumans and giants comprising the remainder. It is
to its groundwork during the Imperial 6th and 7th
the capital of the Barony of Dinah
offensive.
Around 1367 DR, the majority of citizens were traders or
Calisha is the seat of the Empire. Its capital city is the
farmers working the southern mingari farms, which
Honourable City of Conwe in the southeastern portion
provided most of Gothmog’s wealth. Baron Herokales'
which lies in the Grand Duchy of Bogke (Bogk)
policies allowed trade to flourish and the city to prosper. Gothmog was also home to the Sanglassest shipyards, the largest in the Empire. These were built for the Imperial navy to construct their warships and the gargantuan dreadnoughts. Despite the barony's small size, it had the largest port and docks rivaling those of Lafelb Keep. By 1373 DR, the majority of citizens worked in ship construction and maintenance, with a
Grand Duchy of Bogke The Grand Duchy of Bogke also known as the Land of Mages, was a coastal region in the west of the Border Kingdom of Skale. Its coastline was sometimes known as the Garden Coast because it was one of the most fertile areas of farmland in Chal. "Bogkrnen" was the word used to describe inhabitants of Bogke.
good number in government work and the army.
Avhorkake
There was a certain slaver ring based out of Gothmog in
Avhorkake, also known as The Watched City, was a
far Colon, fronted by one Black Tailfeather, that reached
small city located in the heart of the Grand Duchy of
all the way to Lafelb Keep and neighboring Grand
Bogke. It was the capital and main seat of power of the
Duchy of Bogke.
small kingdom while Conwe is the capital of the Empire.
Calisha or Calishan Empire
The city was surrounded by lush farms, which were the
The Calishan Empire or originally the Kingdom of Calisha is the largest imperial territory in the continent of Colon. It is twice the size of Atuz, Ipjerjar, Nash, the Neorth and Pathez combined. Calisha is a combination of three former sovereign states that were combined together through the military campaigns of Emperor Daryth Calisha in what came to be known as the Ardour
most productive farms in all the continent. Avhorkake was roughly oval-shaped, and crowded with narrow buildings standing up to four stories. Avhorkake was situated atop fine sedimentary deposits, which required the Imperial Mages to use "forcebinding" spells to prevent cellar and whole buildings from collapsing due to shifting sands.
of the Three Kingdoms. The former kingdoms of
The city lacked fortification but instead was surrounded
Andrue, Hrex and Cheto See were all but lost in
by hundreds of granaries, which formed a make-shift
memories and the Empire of Calisha rose from their
wall that surrounded the whole city. Four gates allowed
ashes.
access to the city. The north and south gates were along
Part of the border of Calisha in the east is Skale and is in constant skirmish if not all out battles with the kingdom
the main overland road that passed through Avhorkake and the west and east gates were used primarily by locals and farmers. Order and defense was maintained by the
Mailed Hands, called "the Hands" by locals. The Central
ships that dock there. A large open marketplace, called
Keep was guarded by several iron golems and a tungsten
The Wide Berth, dominates the northeast portion of the
colossus located inside the keep’s hangar.
walled city, and other large structures include The High
City-State of Conwe
Hall, seat of the city government, the High House of Wonders, a large temple to Gond Artificer, and the
The City-State of Conwe or more popularly known as
Seatower of Balduk, a small fortress in the center of the
the Honourable City of Conwe is the capital of the
harbor.
Calishan Empire. It is a coastal city on the southern bank of the river Chentaur, located in the main heartlands
Port of Lafelb Keep
region of Chal known as the Grand Duchy of Bogke.
Lafelb Keep is a port city at the mouth of the River Mirar
Situated to the south of the great city-states of
on the southwesternmost point of theCalishan Coast, on
Longwinter and Waterkelp and to the east of the city-
the continent of Colon. It is considered by most to be the
state of Gothmog, it lies on the heavily travelled Coastal
furthest reach of civilization which mark what most
Way road.
believe to be the end of the known world being vast
As a wealthy port megalopolis, with over 84,000
oceans of thousands of miles after that.
inhabitants (although that almost doubles in the summer
Built on the ruins of Illusk, which fell in 1244 DR to the
months), it is an important merchant city on the Calishan
orcs of the Bloody Tusks Tribe, Lafelb Keep has a very
Coast. Its 1st Imperial Field Army, the Honourable City
intriguing history. Most of its inhabitants, however,
Watch and the presence of the powerful Flaming
couldn't care less. Lafelb Keep is a port town frequented
Knuckle mercenary group maintain order within the
by pirates, thieves and other disreputable folk interested
great city.
in only one thing: money. Although you could be
The city's unique shape, curved around its harbor, gives it the appearance of a half moon. The walls of the city itself from all three sides are the highest in the lands towering at an astounding 500 feet or even higher in some portions. The bulwarks itself are wide enough to stop the punch of the most powerful colossus.
murdered, mugged or kidnapped at any moment within its walls, Lafelb Keep is a very lucrative city. Pirates bring in their booty to be sold to the black market, southern traders frequent the place as a rest stop on their way to the aforementioned Isles of Dread during the warmer months, ready to buy exotic scrimshander ornaments, several taverns do a roaring trade in ale and
The gates, made of thick hardened metal enable the
other spirits, the drugs and slave trade are rife (although
passage of giants and colossi with ease by twos or even
obviously sublimated) and information brokers and
fours. Every a hundred feet or so the walls are dotted
prostitutes ply their trade during the night-time.
with battlements with an array of bombards, rapid scorpions and mitrailleuse pointing to the sky outward ready to shoot down any flying adversary like dragons. Murder holes and burning oil vents also dot the walls in strategic areas while smaller passages for humans and
The city was officially ruled by the five High Captains: Taerl Portside, Baram Anchorage, Kurth the Bucaneer, Suljack Darkpowder and Rethnor Cutlass, former pirate lords all.
other smaller humanoid races are also set in strategic
The true power in the city actually resides in the Host
parts of the walls to gain secret passages to and from the
Tower of Azuth Arcane. The 150 loosely affiliated
city.
mages use the High Captains as puppet rulers, mostly
The docks and shipping facilities are among the most efficient along the coast and the city relies heavily on the
keeping to themselves and working on their own magical experiments. They encourage the harassment of the trading routes of small cities although they stay well
clear of Gothmog and Conwe's routes. They also
people made their home in Waterkelp. The city sprawled
encourage local traders to treat travelers with disdain and
southward from the sea, spreading along the flanks of
suspicion, in the possibility that they may be spies for
Mount Waterkelp, which used to be home to the
their enemies, often sending agents to follow strangers
Melairkyn, a mithral-mining dwarven clan, and the entire
personally.
length and great depth of the mountain was riddled with
Besides the pirates and mages, part of the port city is also under the watch of the 3rd Imperial Field Army and the 1st Imperial Naval Fleet. The unhealthy mix of all three factions makes Lafelb Keep a truly exciting city to adventure around.
passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain predated the founding of the city itself. The halls of Underneath located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be
Ipjerjar Territories
purchased through donations.
The Territories of Ipjerjar is a small kingdom between
Waterkelp is the home of the 7th Imperial Field Army
the Kingdom of Atuz in the east and the Principalities of
with its contingent of Hill, Terran and Tungsten Colossi
Nash in the west. It is similar to the north but smaller in
and a rumored Mithril Colossus, one of the rarest and
land area with harsh, cold marshlands and tundras
most powerful of its kind, hidden below Underneath in a
dotting the entire territorial expanse. It is the home of the
very fortified subterranean army keep.
fabled city of Waterkelp, the Jeweled City-State of the North.
City-State of Waterkelp
The city also had the eight giant constructs known as the Walking Statues of Waterkelp. Seven of these colossal statues could be animated by the Lords of Waterkelp to defend the city; one was too damaged to be activated.
Waterkelp, also known as the City-State of Splendors or
These colossi-like statues were extremely destructive,
the Crown City-State of the North, was the most
and only used to fend off armies or win otherwise
important and influential city in the North and perhaps in
impossible battles.
all Chal second only to Conwe. For this reason it was considered part of the Western Heartlands of the Calishan Empire, even though it lay 150 miles north of Calisha on the shores of the Jagged Coast. The city sat "slightly above the 45 degree north latitude line on Chal. The road to Waterkelp was well paved and well patrolled. The city was the hub of trading from the mineral-rich lands to the north, the merchant kingdoms of Calisha to the south, the kingdom of Atuz to the east, and the Neorth and traders to the west. Waterkelp's authority extended between thirty to forty miles from its fortified walls. The surrounding region had a population density of over 300 people per square mile. Waterkelp was named for its outstanding natural deepwater harbor abundant with aquatic kelps, and the city that grew up at this site became the commercial crossroads of the northern Realms. More than 200,000
Neorth North of Calisha, generally referred to as The Neorth, is a region of wilderness, difficult winter weather, orc hordes, and barbarian tribes. It is a mostly untamed region that lies west of Primcipalities of Nash and southwest of Pathez . The inhabitants of areas further south, in Calisha, describe this area in condescension as "the Savage North," which is a reference to the Savage Frontier and a time when its inhabitants were less civilized. In spite of this reputation, the region is home to one of the greatest cities in all of Chal: Seagrove, the Port of the Neorth. It stretches from the edge of the Highlands in the south to the Dragonspine mountain range far to the north. It includes the River Lessarin and its tributaries; several hilly regions and wooded areas, and cold, wind-swept
plains. The main trade route through this area is called
around its nadir consist Cheybrook and is the capital of
The Long Road, and it joins several small communities
the Principalities of Nash
with Seagrove in the north. To the northeast are the Highmoors, a wide, marshy region home to many trolls and swamp monsters.
City-State of Seagrove
Originally called "The Keep of the Plummeting Hills," the looming castle was built a millennium ago by giants as a summer capitol of the Giant Empires. When the Giant Empires collapsed, the Keep was abandoned and looted. It eventually became the home of the great white
Seagrove was a seaport city-state at the mouth of the
dragon Cryomatipelica and eventually, as the "Wild
Rhakazian River. It was built on a swamp, but partly
Hold," the base of operations for an adventuring
settled on a cleared-out jungle.
company called The Wildmen of the North.
The harbor was deep and well dredged. Ships constantly
The keep finally became Cheybrook when it was
came here for silk, rice and to learn advanced sciences. It
conquered and settled by the dracolich Draralla until, in
was a busy port, where people could acquire almost any
1312 DR, the Calishan Empire invaded it in an attempt
type of goods, and meet folk from all over Chal.
to expand their territories and Cheybrook as well as its
Seagrove is the home of the 5th Imperial Field Army with its accompanying infantry, cavalry and phalanx of Hill and Terran Colossi and a strong contingent of Imperial Naval dreadnoughts, warships, marine battalions and Pearl Colossi.
Principalities of Nash
province The Principalities of Nash was annexed to the empire. Cheybrook was transformed to serve as the main temple of Tempos Striker and was ruled ever since by priests and clerics of the God of War. Cheybrook currently houses the 6th Imperial Field Army with its Hill, Terran and Tungsten Colossi as well as infantry, cavalry and artillery at its disposal and
The Principalities of Nash are made up of several smaller
approximately 8,000 war clerics and paladins of the
kingdoms called principalities located at the northern
Order of Tempos Striker, and is headed by several
part of the Calishan Empire. It is an abundant and
commanders, whose sparring for position is actively
highly-developed territory with the cold and harsh
encouraged by Tempos and his high war priest in an
Neorth bordering it on the northwest, Ipjerjar on the
attempt to cull the weak.
northeast and the Calishan Empire in the south. It was
Kingdom of Skale
annexed to the empire in 1312 DR after the Calishan military offensive ran through the entire northern
Located right rt the very center of the continent of Colon,
frontiers and Nash was the first to be invaded.
the Kingdom of Skale has long been a highly contested
The various princes who individually rule the principalities constantly plot and monger among themselves. Besides the highly influential high war priest of Cheybrook, the capital itself is ruled by Ian Amurao, a noble prince from Cheybrook who leads the assembly of princes of the territory.
Cheybrook, the City of Grace
region and a battleground between the epic saga of humans versus dragonkind. For ages, the kingdom has gone through shuffling of hands, being under the draconic enclave for the longest time then recently being under the annexation of the known human empire. Sometimes it is under full control of one faction then to be split in half between the two and then to fall to the hands of the other. Centuries if not ages of strife within the kingdom has caused its people to become hardened
Cheybrook, the City of Grace a northern stronghold of
with war and tyranny and has made way for the rising of
the Calishite, is located south of the Sunset Mountains in
movement called the Skale Liberation Front, an
Western Colon. The castle as well as the city built
independent secret militant movement within the
from the shores of western civilization until it was
kingdom consisting of true Skalian and their supporters
transformed into a mining city upon discovery of the rare
hell bent on freeing the battered kingdom from both
metal, Mithril there. The founder of the city was a
Imperial and Draconic forces.
renowned military engineer Dumbhar Dierder of the 1st
The Kingdom of Skale is a large tract of territory located at the central portion of the continent in-between the Calishan Empire and the Dragon Enclave. The perfect battleground consisting of vast plains and desert wastelands where armies of both opposing forces march
Imperial Engineering Division who rebuilt the city from being a slave city to a rich mining city-state together with his hill dwarf community and human friends through the aid of a rich noble from the mainland known as Marquess Thelaveus De’ Haute.
against one another bringing up their huge colossi and
The city's Hill Dwarves live underground to oversee
siege engines against trudging and flying dragons and
their workshops and factories. The humans above
wyrms in an epic battle that stood for eons.
cooperate with the Dwarves to handle the mining, move
Ages ago there was the striving advanced civilization within the lush and fertile lands of Skale. But the tinkering of the humans with deitic technology and the activation of the very first warforged colossus caused the entire land to disintegrate in a massive explosion that caused the civilization to vanish. But rumor has it that the cause of the disappearance was because a draconic party was able to utilize a destructive weapon called the
the ore to market and defend the city against external and magical threats. The nominal ruler of Dumbahr’s Gate is a hereditary marchion dating from the time of Marquess TDH, but the true power is in an assembly called the Council of Glittering Stones, a Dwarven and Human group that meets once a year to determine target production quotas and whether or not to threaten current clients with reduced output.
Mass Driver which sent a meteor down from the heavens
The city itself stands on a knoll on the north banks of the
to level down the civilization before the warforged
river Skalen. It is linked by good roads to its major mines
colossi were fully powered up to be utilized. Whatever
in the Atuz mountains. These mines yield up almost all
side of the story was actually true, the truth well has long
known metals and gemstones so they are guarded against
disappeared together with the vanished civilization.
Orc and monster raids by a standing army, the 9th
Dumbhar’s Gate
Imperial Field Army. The craftsmen of Dumbhar’s Gate also work the stone and metals taken out of the mines,
Though not technically a City-State belonging to the
transporting the stone to Calisha magically (for an
empire, Dumbhar’s Gate has long been under the control
exorbitant cost) to be shipped to the south, the worthless
of the Kingdom of Skale until it fell into the hands of the
stone is crushed to improve the city's roads. This means
Calishan Empire a few decades ago. Dumbhar’s Gate,
that the city is the richest city east of Longwinter.
named after the legendary dwarven engineer who led the creation of its great titanic walls Dumbhar Dierder, is the gateway between the Calishan Highlands and the Kingdom of Skale going to the Dragon Enclaves.
Dumbhar’s Gate is well-known for its highly-fortified walls which stood second only to the walls of the Honourable City of Conwe. The long winding parapets and bulwarks of the walls stood as high as 200 feet or
Dumbhar’s Gate is a metropolis with over 56,000
more and are lined up with numerous batteries of rapid
inhabitants, and is the largest and one of the wealthiest
scorpions and bombards. On certain areas, hidden ducts
cities if not the only one left in the Kingdom of Skale. Its
for boiling oil and slits for giant plier shears may be
nature is that of a fortified city located on the
activated when needed. Since the end of the walls are
northwestern shore of the kingdom at the mouth of the
already carved into the mountains, entry and exit points
river Skalen. This was originally a slave city begotten
are only through the great Gates of Dumbhar, a pair of
towering gates made of unknown metal that can
Feptan is the easternmost kingdom of the continent. It
withstand even the most powerful dragon breath or
was a sparsely populated kingdom in the harsh marsh
bombard weapon. It can only be opened and closed by a
lands east of Colon.
pair of colossi working in tandem or at least a thousand men to work on the cranks and machineries to operate the gates.
The Dragon Enclaves The Dragon Enclaves is a geographical region on the continent of Colon. It lies at the eastern extent of the continent, on the northern shore of the Dragonmere Seas,
From its earliest days, Feptan was divided into counties ruled by noble houses but united under the throne of Feptan. These provinces were baronies, or city states, with craftsmen and trade centers, and duchies, or supply provinces, with farming and mining communities. These areas were: the Duchy of Ratharas
and to the north of the Mullorandi and Kistisarloth. To the east it borders upon the nation of the Grand Duchy of Vush. Much of this land is occupied by the forest
the Duchy of Otata Nartha the Duchy of Isthakanix
Gulthmere. It is separated from the Skalish Kingdom by the Orcsraun Mountain Ranges.
the Duchy of Zarmanoshene
Unlike nearby Skale and Vush, the Dragon Enclaves has
the Barony of Kitosuklan
never been able to unite under one constant ruler, and the
the Barony of Darvomauratna
region has seen the rise and fall of numerous factions under a dragon, a dragonborn or even humans from time
the Barony of Menithalelar
to time. Corruption is commonplace. The War Wizards
and the Duchy of Krokun
of Thawe and the Council of X both make strategic use of the region.
and some smaller towns that dot the map.
The Dragon Enclaves is populated by mostly draconic
Feptan is also the home of the tabaxi cat people.
races including wyrms and dragonkin creatures 40%,
Grand Duchy of Vush
dragonborns 30%, true dragons 20% and the remaining 10% consist of outsiders like elves, humans and other
The Grand Duchy of Vush was bordered by two major
races.
nations: to the west by The Dragon Enclaves and to the
Skyreach Castle
south by the Emirates of Zhultan. The Sea of Orcsraun lay off its eastern coast, where the pirates of the
Skyreach Castle is the de facto capital of the Dragon
Nelanther Isles farther north harried the kingdom's
Enclaves and one of the many floating citadels of the
maritime commerce, such as trade vessels bound for far-
draconic races hovering above the elven forests of
off Ruztica. Finally, the Omlarandin Mountains stood to
Gulthmere. Skyreach Castle is the biggest among the
the west.
floating citadels in fact ten times the size of a regular
Vush's large forests were home to a population of wood
citadel. It is the size of an island which hovers above and
elves, who were ever wary of human rulers wishing to
cast a continual shadow over the lands of Gulthmere.
tame their forests with torch and axe.
Feptan
Kistisarloth
The Kingdom of Kistisarloth was a powerful elven
painted a series of one to three blue circles on their
kingdom of wood and moon elves in the valley of the
foreheads to indicate social standing and education.
Delimbiyr and a portion of the eastern High Forest. It was founded by Sharrven nobles in −4700 DR and lasted for around six thousand years. Together with Sharrven, it suppressed the spread of evil in Silvanede and maintained the peace. Their land was bound by the eastern part of the High Forest from Turnstone Pass in
Middle Class Mullorandi's middle class was composed of landowners and craftsmen. Members of this social class were often wealthy, and were considered for marriages by members of the nobility as a result.
the north to the Shining Falls in the south.
Slaves
In 882 DR, the combination of the demonic invasion that
The majority of people in Mullorandi fell into this
spilled forth from Assalhorn, the continued assault of the
category. Slaves were owned by the different clergies of
orcish hordes, and the weakening of the kingdom by
the nation, and were guaranteed humane treatment by
elves retreating to Vush resulted in the kingdom's
law. Despite this, the life of these individuals was a hard
collapse.
one, though less so than typically experienced by slaves
After the collapse, some of the elves of Kistisarlorth
in other nations.
joined with the dragons and dragonborns to form the The
The people of Mullorandi were arrogant individuals that
Dragon Enclaves.
considered themselves better than any rival nation. Law
The Council of the Kindling was a group of wood elf elders and moon elf nobles that rule Kistisarloth. But unlike the Council of X of the dragons and humans, these elders all shared a common dream of raising a new Kistisarloth similar to its former glory.
Mullorandi Mullorandi is a large emirate within the eastern desert region of Colon. Mullorandi is a society that strives on a caste system. The populace of Mullorandi was primarily composed of humans of three primary ethnic factions: the Mullon, the Surami, and slaves from Thawe known as Lethens. Other races proved hesitant to follow the Mullorandi pantheon upon the nation's founding, and were exiled at that time; the non-human population remained low as a result. Mullorandi utilized a caste system with three social classes: Nobility Members of Mullorandi's nobility took positions in the nation's government, often as priests, wizards, or bureaucrats. These individuals shaved their heads and
was paramount to the nation's citizens, and change was avoided whenever possible. The government was run by the clergies devoted to the deities of the Mullorandi pantheon, with the church of Horus Re being foremost in power. However, despite the peaceful existence these priests sought to create, the different priesthoods were plagued by infighting, bickering, and struggle. These conflicts occurred both within their individual orders and against those of other faiths. As a theocratic nation, clergy of the Mullorandi deities were treated with great respect and honor. Priests expected special treatment from the community, and held authority in all matters; public prayers were performed daily. The wealthy Mullorandi also spent time planning and constructing personal tombs, preparing for their deaths and their continued life thereafter.
Unther Unther was one of the Old Kingdoms in east Colon. The Untherans were brought to Chal from Faerun by the Imaskar Empire looking for some manpower. After countless petitions, the gods of the Untheric pantheon were able to manifest into Chal also by sending physical
avatars. With the help of their deities, the former slaves
cadre of self-serving thieves, spies, assassins and
freed themselves and settled the lands that later became
malevolent wizards, who for a time, were indentured by
Unther. Ironically, their rival in the millennia to come
their leaders to serve dark gods.
was another human tribe captured by the Imaskari and freed at the same time, which founded the Kingdom of Mullorandi.
In order to achieve their financial goals the Zhultarim agents often dealt in illicit goods and contraband, using their extensive mercantile contacts to move products
The populace of Unther before 1358 DR was primarily
throughout the Colon continent, neighboring lands and
composed of humans of the Mulan ethnic group, with a
over Chal's more hazardous terrains. The types of
few humans of other ethnic groups as a minority. A few
commodities they dealt in were slaves, poison,
demihumans also were also part of the Untheran
prostitutes, drugs and even darkpowder weapons.
populace, but only as slaves. Nobility Members of Unther's nobility took up positions in the nation's government, often as priests, wizards, or bureaucrats. They were either Gilgeam's priests or his most trusted non-clerics followers. All nobles of Unther were of the Mulan ethnic group and they practiced marriage between members of the same family to maintain the purity of their Mulan bloodlines. Despite Unther's long history, its nobles were rather few in number. During Gilgeam's long rule, families fell from his favor and were sold to slavery, and he elevated a few "pure-blooded Mulans" to replace them. Middle Class
As a means of eliminating their competition, the Zhultarim used the Zhuntilar army of Zhuntil Keep or recruited bands of monstrous humanoids to take down rival caravans, often completing the route under their own banner to earn good faith and new business with merchant groups. They were not above resorting to sabotage, blackmail, arson to outright murder to undermine their mercantile or political opponents. They were even known to purposefully upset the balance of natural beasts, stir up aggressive monster populations within the wild, and even have their mages summon foul monstrosities to threaten isolated towns and villages, in effect forcing the residents to rely upon the protection of the Zhuntilar. Now the Zhultanate is a nation of its own with its own
Untherland's middle class was composed of humans,
capital Verien located in a secluded region of the
mostly foreigners, who were freeholders, traders or
territory.
members of the military. Slaves Slaves in Unther were either members of those families who fell from Gilgeam's favor, or members of demihuman races. Their lives were worthless in the eyes of those in power, and they were typically bought from other nations, or given slavery as a sentence for crimes, imagined or real.
The lands of the Zhultanate is rumored to be the hibernation grounds of the legendary Tarrasque though its exact whereabouts are not known as of this time. Zhuntilar forces conduct expeditionary groups in various secluded regions of the Zhultanate for decades each and every group rushing whether rumors of its exact location abound in a bid to grab the opportunity to reawaken the destructive monster
Zhultan
SHATTERDOMES
The Zhultanate was a mercenary company, and greater
Another distinct feature of Chalisha’s campaign settings
mercantile organization in eastern Colon who, over their
are the Shatterdomes which abound in several strategic
200 years of existence, has had a storied history as a
locations in the Empire. If the Dragons have their
Maintenance of Colossi are maintained by each army
citadels, then the Humans have their shatterdomes.
field division’s respective human, dwarf and gnome
Shatterdomes are the primary headquarters of the Imperial Army Divisions and factories for the construction, repair, maintenance and launch of their massive Colossi. All operations, ranger training and experiments regarding the dragons and wyrms are carried out within their respective Shatterdome bases.
Function
teams. Large mobile catwalks and platforms powered magically and by gnomish contraptions were designed to move around any given area of a Colossus above the ground, allowing Colossi teams to repair the constructs wherever necessary. Shatterdomes are also rimmed with batteries of bombards, ribaults and ballistas as secondary defenses against dragon attacks though they heavily rely on their
Shatterdomes are massive buildings designed or built to
available colossi for primary defense especially against
house over a dozen or more facilities and personnel
higher category dragons and wyrms.
directly dedicated to the repair and operations of the Colossi. Shatterdomes provide housing and food for all
History
personnel, including a place to hone their fighting skills
Since the early days of the empire, over eight
and to determine piloting capability, such as the Swoon
Shatterdomes were built in response to the increasing
Combat Room.
threat of dragon attacks occurring in the western
Located near major bodies of water specifically the port city-states, Shatterdomes have two major points of deployment for Colossi; by sea or by air. The very top of a Shatterdome is mechanized dome-shaped roof that opens, allowing twelve transport vehicles like Sky Dirigibles or massive animals like Giant Rocs to lift
continent. Each Shatterdome was built in locations nearest to dragon breach points in order to prevent massive damages to cities and towns. The considerations for the placement of Shatterdomes were regional and tactical, not political with major city-sta. having one.
Known Shatterdomes
certain Colossi out of the facility and toward a ten-mile point of defense. The other means of exporting Jaegers
Batun Bay
from the Shatterdome is using massive, mechanized or magical platforms that can sink into the sea after towing a Colossus out of the facility. Operations within the Shatterdomes are overseen in the Central Mission Control, a massive room, overcrowded with scrying and portent systems that oversee Dragon attacks as they happen, and the status of the pilots during the engagement (when engaged in combat or otherwise
Batun Bay's Shatterdome was built in a relatively
noted). Located at the highest point of the Shatterdome,
isolated position which left it with the widest deployment
the Drivesuit Room is directly connected to detachable
radius in the Imperial Defense Corps. It housed several
Colossus head cockpits. Colossi are often sequestered in
colossi like Hill, Terran, Pearl and even Cloud Colossi
their own respective bays and ready for deployment. A
both administrated by the Imperial Field Army and
Shatterdome can house from one to a dozen colossi at
Imperial Navy. It is the first line of defense of the
any given time.
Empire against Wyrm breaches in the northwest. Cheybrook
The Imperial Defense Corps built another Shatterdome
Gothmog's Shatterdome played a critical role in
in Cheybrook in response to the northern continent's
protecting the southern shipping hub surrounding the
proximity to a breach. It housed several colossi of
southern edge of the continent near the capital Conwe. It
various types.
housed several colossi including Hill, Terran and Pearl
Conwe
Colossi. Lafelb Keep The first Shatterdome to open in both the Western and Southern portion of the continent. It housed several colossi like Hill, Terran and even Pearl Colossi administrated by both the Imperial Army and Imperial Navy at the same time.
The first and largest Shatterdome was once a wave-
Longwinter
driven generator facility in Calisha, located on the Southern End of Trusk Island overlooking Emperor’s Harbour. It was taken over and made a primary base of operations for the 1st Imperial Field Army. It housed several colossi like Hill, Terran, Fire, Tungsten and even a Mithril Colossus. Lt. Devan recalled that it had the capability to launch over 30 colossi from the six hangar bays. There are also multiple artillery emplacements
Longwinter's Shatterdome was nicknamed "The Icebox".
lined outside, facing the waterfront.
It housed several colossi like Hill, Terran, Frost and a
Dumbhar’s Gate
few Tungsten Colossus. The Icebox is also the home of the Colossal Academy where new rangers and pilots were trained for colossi combat. Seagrove The Seagrovian Shatterdome is located in the Southern top of Golden Horn Bay where the Imperial Naval Fleet was once based. It worked closely with Batun Bay and
Dumbhar’s Gate's Shatterdome acted as the first point of contact to westbound Dragons. It housed several Hill, Terran, Magnesium and a Tungsten Colossi. Dumbhar’s
Waterkelp's Strike Group to contain and defend the northern sector. It housed several Hill, Terran, Frost, and Pearl Colossi.
Gate's Shatterdome covered the entire border between Calisha and the Kingdom of Scale when it was still in Enclave hands relying on its mechanical walls, batteries of siege weapons and the presence of its colossi to stop a massive invasion of dragons from the enclave lands. Gothmog Waterkelp
Waterkelp's Shatterdome covered the expansive gap between northern coasts of Calisha. It was located outside the immediate city, near the Naval Base County. It hangered several Carbon, Hill, Terran, Frost and Tungsten Colossi.
COLOSSI OF CALISHA
The Colossi of Calisha are huge, titanic, humanoid war machines built eons ago during the primal height of the Calishan Empire. Clad in armor is a gigantic, massive, and strangely humanoid titan. Its body is artificial, but its gait is terribly organic. With a primal roar, it leaps at you, and the impact on the ground shatters the terrain like an earthquake. At the peak of the Age of War, even the gods became involved between the battles amongst dragons, elves, giants and humans. As the war spread across the continent, ambitious humans took advantage of the gods’ participation. Discovering a wounded god stuck in the mortal realm, its immortality stripped due to exhaustion of its powers, they tried to manipulate it and use its remains for them to engineer powerful weapons. For that hubris, the nation involved that preceded the Empire now vanished off the map in a huge explosion that claimed the entire land. But those with ambition would not be set back so easily by something as simple as the loss of millions. It is said that they discovered pieces of the deitic flesh from the wounded and dead gods, and using the most powerful magic spells and dark technology they imbued the power of the gods into artificial flesh and blood combined with metal and rivets - colossal war machines now known as Colossi. The Colossi have no mind, instead it possessed implants to control it, and a cavity at both sides of the head near the portion where the ears should be positioned. It takes two pilots to effectively control a Colossus. A single pilot may not be enough to handle the massive construct. An exception is the legendary War-Forged Colossus which can be piloted by a single humanoid being. Those inside were protected, and became as the god-forged construct. Most
colossi may be piloted by those that shares the same alignment as the construct. Otherwise the colossus may retaliate and not function at all or in some cases send powerful shocks to the wielders that may cause them to lose consciousness or even damage. All construct traits (see below) also apply to the pilots while inside the Colossus thus they are also immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, etc. The antimagic field also extends to those piloting the colossus and their gunners and is the single most powerful defense of a colossal unit against powerful dragons and enemy spell casters. These colossi brought massive power on their wielders and utter destruction upon their enemies, able to fight multitudes of armies, massive dragons and huge demons and destroying them. All colossi are fully clad in plated armor from head to foot. The armor’s platings and design may differ and may well be customized for each colossus depending on its masters. Since a colossus generates an antimagic field only conventional weapons of war can function with the radius of this field. They are armed with huge siege weapons that the humans have built like ballistae, rapid scorpions, catapults, onagers, mangonels and trebuchets. Armed to the teeth, they wield huge swords, great clubs, titanic mauls, battering rams, metal nets, giant hooks and tower shields. Some are more advanced as to carry bombards on their shoulders or even flame cannons which are devastating in combat. For each siege weapon mounted on a colossus, it needs one additional crew to operate it. Siege weapons used on a colossus were designed to be operated by a single person with reloading done through cranks and contraptions especially designed by engineering dwarves and gnomes to make them semi-automatic. The colossus itself lends assistance in reloading most of the ammunitions in the case of weapons such as bombards, catapults and trebuchets. When fully armed and mounted, the Colossus is a mighty battle machine of titanic proportions some standing as high as 200 even 300 feet. They are such a sight to behold that even for entire armies to have reasons to rout from the battle. The Colossi of Calisha were the mortal human's greatest achievements. Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft. Magic Immunity (Ex): A colossus completely resists most magical and supernatural effects, except where otherwise noted below. Antimagic Field (Ex): A colossus constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities as listed on each of their entry. This effect is otherwise as an antimagic field cast by a 25th-level caster. Full Plate Armor: A colossus’ full armor plating reduces 1 point of damage for each dice generated by an area effect like dragon breath or bombard. On rare occasions, certain colossi are mounted with magical armor plating and thus any +1 point to the magical armor given reduces the area effect by 1 more point. A magical full plate armor +2 reduces area of effect damage by 3 for each die generated to a minimum of 1.
Shields: Some colossus carry great shields or tower shields. Shields besides providing additional protection can absorb area effect damages by up to 50 points for great shields and 100 points for tower shields. Weapons: A colossus’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Besides their natural weapons, melee and siege weapons used by a colossus are also treated as epic in proportion. Natural weapons include all the colossus’ melee attacks including punching, kicking, ramming and stomping, innate special abilities include all their magical abilities and spell casting abilities and melee and siege weapons including their great weapons and siege weapons.
Construction The construction cost given for each colossus takes into account the gargantuan physical body and all the materials and spell components that are consumed or become a permanent part of it. Deitic parts from a fallen god is the most important component and each colossus type requires a specific god type or portfolio to be created Except for the much tougher requirements, constructing a colossus is not unlike constructing a golem.
Colossus in the Campaign
Colossi the campaign setting of Chalisha: Continent Divided is meant to act as the highlight of the adventure and not the staple of every character’s role-playing. For the most part, characters can still go about with their normal adventuring routine since the colossus will not fit of course in many locations of the adventure setting. They are normally utilized when a huge powerful evil dragon is bent on attacking a city or a gigantic demon has been unleashed to lay waste on the countryside. Colossi act as the balancing factor in order for even low-level characters to have the means necessary to combat huge wyrms and gargantuan opponents. DM’s should be able to role-play these colossal titans the same way that gigantic super robots or humanoids combat large-scale monsters that are attacking a city or trying to destroy the human race in your 80’s weekend children’s shows. A colossus on its own cannot act alone and will need the character’s guidance in order for it to be able to act properly.
List of Colossus in the Calishan Empire
Carbon Colossus Gargantuan construct, chaotic good or neutral depending on pilots
Armor Class 16 (natural armor) Hit Points316 (16d20 + 148) Speed 45 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6) 20 (+5) 17 (+3) 16 (+3) 27 (+8) 27 (+8)
Skills Animal Handling +14, Perception +10, Survival +16 Damage Vulnerabilities Fire Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 20 Languages Common, Giant, Primordial
Challenge 16 (15,000 XP)
Boreal Camouflage. The colossus has advantage on Dexterity (Stealth) checks made in wooded terrain. Innate Spellcasting. The colossus’ innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components and extend this ability to its pilots if they are Rangers or Druids: At will: animal friendship, barkskin, druidcraft, entangle, faerie fire, fog cloud, goodberry, gust of wind, locate creature, purify food and drink, animal messenger, 3/day: cure wounds, misty step, moonbeam, sunburst 1/day: greater restoration Keen Senses. The colossus has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Never Bathe. The colossus is immune to saving throws that would cause a diseased effect. Speak with Animals and Plants. The colossus can communicate with animals and plants if it speaks Primordial. Tree Glide. The colossus can burrow through nonmagical, unworked wood. While doing so, the colossus doesn't disturb the material it moves through.
ACTIONS Multiattack. The colossus makes two great club attacks. Great Club. Melee Weapon Attack: +12 to hit reach 10ft., one target Hit: X (4d8 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: X (4d10 + 4) bludgeoning damage. Thorn Burst. The colossus creates a patch of thorny bushes within a 40 ft. radius of itself. Each creature within that area must succeed a DC 19 Dexterity saving throw or become restrained. A creature takes (5d4) slashing damage whenever they struggle or move within the bush patch, and the patch is considered difficult terrain. Summon Shambling Mound (1/Day). The colossus summons an shambling mound. The summoned mound appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Club. The colossus carries a great club used for bludgeoning opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two ballistae at the shoulder or hips, one or two trebuchets at the back. Since carbon colossi are vulnerable to fire, they cannot be mounted with bombards, greek-fire projectors or other siege weapons bearing flammable ammunitions. Carbon colossus is a gigantic construct made from the deific remains of previous wood or nature gods. The protectors of the forests, a carbon colossus is generally assigned to patrol the woodlands and jungles of the empire. The bodies of carbon colossi are covered in tangles and vines that that extend downward and flowers bloom in its head. The colossus’ skin and hair are also home to many small creatures, especially birds. They are protectors of nature and the woodlands and have dealt wrath to many an adventurous party or enclave minions for trespassing into their borders.
Hill Colossus Gargantuan construct, chaotic good, chaotic neutral or chaotic evil for pilots
Armor Class 16 (natural armor) Hit Points331 (14d20 + 184) Speed 40 ft.
STR DEX CON
INT
WIS
CHA
24 (+7) 8 (-1) 21 (+6) 10 (+0) 13 (+1) 10 (+0)
Saving Throws Con +11, Wis +6 Skills Perception +6 Senses Passive Perception 16 Languages Common, Giant Challenge 14 (11,500 XP)
ACTIONS Multiattack. The colossus makes two great sword attacks. Great Sword. Melee Weapon Attack: +12 to hit reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage. Bombard Shell. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 34 (5d10 + 7) bludgeoning damage. Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Sword. The colossus carries a great metal sword used for slashing and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Rapid Scorpion. The colossus may also bear a rapid scorpion that it uses as a ranged weapon for flying opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or two onagers, mangonels, or trebuchets at the back.
Hill Colossi are gargantuan constructs made from the deictic remains of demi-gods and quasi-deities. A Hill Colossus makes up the most common types of colossus in the Imperial Field Army. Legendary in both power and wrath, hill colossi are towering mighty constructs that are fully armored and carrying weapons that can level up entire towns. The back of a hill colossus is covered in rocky domes that resemble mounds like hills (hence the name). These domes are
filled with bombard shells, siege ammunitions, greek-fire liquid and other supplies. They may also shelter around a dozen foot soldiers ready to be deployed in the battlefield when needed. Hill colossi are the walking, massive tanks of the empire. A hill colossus leads mostly a company with squads and platoons of imperial troops, terrorizing its enemies just by its immense size the firepower it carries. Many overconfident commanders have been crushed when a hill colossus appears on the battlefield let alone a dozen of them in columns protecting the infantry and cavalry.
Terran Colossus Gargantuan construct, any neutral alignment for pilots
Armor Class 17 (natural armor) Hit Points347 (15d20 + 190) Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8) 15 (+2) 23 (+6) 13 (+1) 15 (+2) 13 (+1)
Saving Throws Dex +7, Con +11, Wis +7 Skills Athletics +18, Perception +7 Senses Darkvision 60 ft., Passive Perception 17 Languages Common, Giant, Terran
Challenge 15 (13,000 XP)
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
ACTIONS Multiattack. The colossus makes two great club attacks. Great Club. Melee Weapon Attack: +13 to hit reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. Rock or Bombard Shell. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
REACTIONS Rock Catching. If a rock or similar object is hurled at the colossus, the colossus can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
WEAPONS Great Club. The colossus carries a great club fashioned from the hardest metal and used for bludgeoning and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards or mitrailleuse at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or two mortars, onagers, mangonels or trebuchets at the back. Terran Colossi are made from major deitic parts of some lesser or intermediate gods. A terran colossus' steps shake the very earth, and beneath its plated metal armor its rocky skin forms an almost impenetrable barrier between it and the outside world. More powerful than the hill colossus, the terran colossus normally acts the lead fighter tank in a brigade with full companies of hill colossi and their human/dwarven platoons and squads following behind them. Across the body of a terran colossus, tiny shards of obsidian emerge and slowly grow in quantity over time. It is said that arrows and bolts made from this obsidian are capable of piercing the hide of even the greatest dragons. As such a terran colossus is also harvested of these parts that are essential in manufacturing the scorpion bolts and ballista arrows being used by the Imperial Field Armies.
Frost Colossus Gargantuan construct, chaotic good, chaotic neutral and chaotic evil for pilots
Armor Class 17 (natural armor) Hit Points380 (16d20 + 212) Speed 40 ft.
STR DEX CON
INT
WIS
CHA
26 (+8) 9 (-1) 24 (+7) 14 (+2) 15 (+2) 14 (+2)
Saving Throws Con +13, Wis +8, Cha +8 Skills Athletics +14, Perception +8 Damage Immunities Cold Senses Passive Perception 18 Languages Aquan, Common, Giant Challenge 17 (18,000 XP)
ACTIONS Multiattack. The colossus makes two great axe attacks. Great Axe. Melee Weapon Attack: +14 to hit reach 10 ft., one target. Hit: 34 (4d12 + 8) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage. Summon Water Elemental (1/Day). The colossus summons a water elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Axe. The colossus carries a great axe fashioned from the hardest ice and used for slashing and smashing opponents. Great Shield. The colossus may also carry a great icy tower shield used for deflecting dragon breath and other ranged weapons. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two catapults, onagers, mangonels or trebuchets at the back.
A Frost Colossus is made from the deitic flesh of long ago ice or snow gods. The Frost Colossi are the Empire’s most effective weapon of war against the White Dragons of the Draconic Enclave. Frost colossi are the protectors of the glacial-covered northern territories of the Empire or half of the Neorth. These behemoths commonly patrol with their squads alongside packs of winter wolves. Their bodies look as though carved from glacial ice, and their piercing eyes resemble pools of frigid water. They normally are stationed in glacial fortresses or the most blizzard-hammered mountains, though some may also be hidden on massive icebergs and travel by way of enormous watercraft.
Fire Colossus
Gargantuan construct, lawful good, lawful neutral or lawful evil for pilots
Armor Class 18 (plate) Hit Points397 (17d20 + 219) Speed 30 ft.
STR DEX CON
INT
WIS
CHA
27 (+8) 9 (-1) 25 (+7) 15 (+2) 16 (+3) 14 (+2)
Saving Throws Dex +5, Con +13, Cha +8 Skills Athletics +14, Perception +9 Damage Immunities Fire Senses Passive Perception 19 Languages Common, Giant, Ignan Challenge 18 (20,000 XP)
ACTIONS Multiattack. The colossus makes two great sword attacks. Great Sword. Melee Weapon Attack: +14 to hit reach 10 ft., one target. Hit: 36 (8d6 + 8) slashing damage. On some occasions Fire Colossus may coat their great swords with tar or greek-fire liquid and igniting them thus turning their weapons into Flaming Great Swords. A Flaming Great Sword adds +2 to hit and deals an additional 3d6 points of fire damage. Bombard Shell/Fireball Shell. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage. If coated with tar or greek-fire liquid and ignited, a bombard shell can be turned into a fireball shell. A fireball shell adds +2 to hit, range 80/320 ft., and adds 6d6 points of fire damage to an area of impact of 30 feet. Summon Fire Elemental (1/Day). The colossus summons a fire elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Sword. The colossus carries a great sword fashioned from the strongest metal and used for slashing and smashing opponents. Oftentimes they cover it with flammable tar or greek-fire liquid and ignited turning them into flaming weapons Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Greek-Fire Projector. The colossus may also carry a two-handed greek-fire projector that it uses for its ranged weapon against flying opponents and for antipersonnel purposes like destroying army phalanxes with the destructive weapon.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards or greek-fire projectors at the shoulders, two flame cannons at the hips and one or two trebuchets loaded with fireball shells at the back. Since Fire Colossus are mounted with bombards and greek-fire projectors and carry a great load of their ammunitions, they are prone to explosions once these ammunitions are ignited non-purposely. This may create an explosion of around 100 feet radius around the colossus. Though they are immune to fire, the same cannot be held true to those around the blast radius once the explosion occurs.
As ferocious as they are massive, fire colossi are both intelligent and strong. They are the elite war machines of the Calishan Empire and are sometimes found near army bases located in the proximity of volcanic islands or volcanoes. They are mostly found with a squad of highly trained Calisher soldiers doing border patrol, hunter-seeking or clean-up operations (meaning burning or melting down defeated enclave remains and their equipment). The Fire Colossi are the Empire’s most effective weapon of war against the Red Dragons of the Draconic Enclave. They are seldom seen near the capital or the other city-states due to their destructive nature and potential danger of exploding once their ammos are prematurely ignited. Their skin glows slightly in a manner comparable to heated metal, while their eyes look like orbs of magma. Their armors are mostly red or painted crimson or orange with proper sigils to signify their status as Fire Colossus. Pilots and siege weapon operators of a fire colossus are mostly dwarves or hardened humans wearing a specially-crafted ring of fire resistance to protect them from the heat and flame damage caused by the colossus’ natural emission of fire. Great care in protecting their deadly ammunitions carried are taken into consideration in the designs of their armor platings and storage facilities but even these precautions does not guarantee a colossus from exploding once their ammos are prematurely ignited.
Pearl Colossus Gargantuan construct, any lawful alignment for pilots
Armor Class 17 (natural armor) Hit Points450 (20d20 + 240) Speed 40 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8) 10 (+0) 24 (+7) 12 (+1) 17 (+3) 25 (+7)
Saving Throws Con +10, Wis +7, Cha +10 Skills Insight +10, Perception +10, Persuasion +14 Damage Resistance scold Senses Blindsight 120 ft., Darkvision 60 ft., Passive Perception 20 Languages Aquan, Common, Giant Challenge 18 (20,000 XP)
Amphibious. The colossus can provide air and water for its pilots and weapon operators. Echolocation. The colossus’ pilots can't use its blindsight when deafened. Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: charm person, control water, create or destroy water, detect magic, fog cloud, locate object, heroism, mage hand, mending, prestidigitation, purify food and drink, water breathing, water walk 3/day each: gaseous form, mass cure wounds, misty step 1/day each: control weather Politicians. The colossus has advantage on Charisma (Persuasion) and (Deception) checks when it comes to political and army bureaucracies. Speak with Ocean Creatures. The colossus can speak with ocean creatures if it speaks Aquan. Underwater Camouflage. The colossus has advantage on Dexterity (Stealth) checks made while underwater.
ACTIONS Multiattack. The colossus makes three melee attacks or two ranged attacks. Great Trident. Melee or Ranged Weapon Attack: +15 to hit reach 5 ft., one target. Hit: X (4d6 + 8) piercing damage, or X (4d8 + 8) piercing damage if used with two hands to make a melee attack. Net. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one Small, Medium, or Large creature. Hit: The target is restrained by netting. As an action, the restrained targets can make a DC 19 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 19; hp 50; immunity to bludgeoning, poison, and psychic damage). Mine Shell. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: X (5d10 + 8) piercing damage. Scalding Jet (Recharge 4-6). The colossus creates a jet of burning hot water in a 120-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance to this fire damage. Summon Water Elemental (1/Day). The giant summons a water elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Trident. The colossus carries a great trident fashioned from the strongest undersea material and used for thrusting and piercing opponents. Oftentimes they can use this trident for melee attacks or throwing them as range weapon. Great Net. The colossus may also carry a huge net that they use to snare opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two ballistae or rapid scorpions at the shoulders, and one or two ballistae or rapid scorpions at the hips.
Pearl Colossi were created through the deitic flesh of former sea deities. The Pearl colossi are the Empire’s most effective weapon of war against the leviathan Dragon Turtles and powerful Sea Dragons of the Draconic Enclave.
Pearl colossi are the appointed navies of the high seas of the Imperial fleet. They're known to create massive storms at sea, to exert their power over the waters that surrounds the area they patrol. These underwater bases span miles outward from the colossus’ homebase and encompass the territories of many creatures, such as merfolk or sahaguan. Often times, pods of orcas or sharks will patrol the grounds of the colossus’ base, as dogs would one above the water. Pearl colossi have pupils that are white and shiny, like the jewels for which they're named, and their skin is slippery and slick, and constantly giving off a thin layer of steam. Their armor are made of hardened shell and scale materials found in the underseas.
Mercury Colossus Gargantuan construct, lawful good or neutral good for pilots
Armor Class 15 (18 with mage armor) Hit Points397 (18d20 + 208) Speed 45 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6) 20 (+5) 23 (+6) 29 (+9) 25 (+7) 25 (+7)
Saving Throws Con +7, Int +10, Wis +7, Cha +6 Skills Arcana +18, Perception +9 Damage Immunities Force, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks Condition Immunities Charmed, Paralyzed Senses Passive Perception 19 Languages Common, Draconic, Elvish, Giant, Sphinx, telepathy 240 ft. Challenge 18 (20,000 XP)
Innate Spellcasting. The colossus’ innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components: At will: acid splash, charm person, detect magic, detect thoughts, fireball, fog cloud, lightning bolt, mage hand, magic missile, prestidigitation, ray of frost 3/day: arcane hand, counterspell, dispel magic, dominate person, mage armor, misty step, telekinesis, sleep 2/day: darkness, fear, invisibility, plane shift, polymorph, 1/day: dimension door, gaseous form Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Magic Weapons. The colossus’ weapon attacks are magical. Mystic Cheat (3/Day). If the colossus fails on a saving throw against a spell or other magical effect, it can choose instead to succeed instead.
Spell Quickdraw. The colossus can cast a spell of its choice as a bonus action.
ACTIONS Multiattack. The giant makes two quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: X (4d6 + 6) bludgeoning damage or X (4d8 + 6) bludgeoning damage if used with two hands. Mercurial Sphere Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: X (4d10 + 6) bludgeoning damage. Arcane Blast (Recharge 4-6). The colossus creates a 60-foot radius explosion of arcane energy centered around itself. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes X (12d10) force damage and X (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Summon Elemental (1/Day). The colossus summons one of the four types of elementals. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Quarterstaff. The colossus carries a great quarterstaff fashioned from its own body and used for bludgeoning and smashing opponents. Oftentimes they can hide this weapon within their body and draw it out when needed in combat. Arcane Cannons. The colossus also carries multiple barrels that emit an arcane blast all round it creating force and thunder damage to those within the blast radius. Siege Weapons. The colossus normally does not carry any conventional siege weapons as it already is armed with batteries of magical weapons emitting fireballs, lightning bolt, frost ray, magic missiles, and fog clouds. These weapons are mounted on different portions of the mercury colossus from the heard, shoulders, chest, hips, arms and legs and can retracted to hide when not in use and drawn out when activated for combat.
A Mercury Colossus was constructed from the deitic remains of a god of magic or arcane arts. Mercury colossi are practically an embodiment of the arcane arts. The blood in their veins glows with magical essence and eyes sparkle, even with no light. Static electricity constantly crackles around their skin and their hair seems to always wave, if slowly and very slightly. Their mage armor are full plates of magical material that meld together and transform fluidly whenever the pilots wills it. Weapons can sprout out on the otherwise smooth surface of the armor with melee weapons appearing and batteries of weapons appearing out in a blink of an eye. Such behemoths have been sought out by powerful magic users for ages since they are the only type of colossus that a spellcaster can effectively channel their magic from within when piloting them. Unfortunately, they're even rarer and long-forgotten and even shun out the empire’s forces, as their powerful magical essence has affected them with a severe paranoia.
Lead Colossus Gargantuan construct, chaotic good, chaotic neutral or chaotic evil for pilots
Armor Class 17 (natural armor) Hit Points364 (16d20 + 196) Speed 40 ft., climb 40 ft.
STR
DEX
CON INT WIS CHA
27 (+8) 27 (+8) 22 (+6) 4 (-3) 7 (-2) 3 (-4)
Skills Perception +10, Stealth +16 Damage Vulnerabilities Bludgeoning, Psychic Damage Immunities Poison, Acid Condition Immunities Charmed, Frightened, Poisoned Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20 Languages — Challenge 18 (20,000 XP)
Aggressive. As a bonus action, the colossus can move up to its speed toward a hostile creature it can see. Ambusher. In the first round of combat, the colossus has advantage on attack rolls against any creature it surprised. Blood Frenzy. The colossus has advantage on melee attack rolls against any creature that doesn't have all its hit
points. Echolocation. The colossus and its pilots can't use its blindsight if it is deafened. Keen Smell. The colossus has advantage on Wisdom (Perception) checks that rely on smell. Sickening Stench. Any creature other than a lead colossus or those within it that starts its turn within 20 feet of the colossus must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all lead colossus for 1 hour. Stone Camouflage. The colossus has advantage on Dexterity (Stealth) made in rocky terrain. Sunlight Sensitivity. While in sunlight, the colossus has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Surprise Attack. If the colossus surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.
ACTIONS Multiattack. The colossus makes three melee attacks. Great Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: X (3d10 + 8) piercing damage and X (3d6) acid damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one. Great Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: X (3d8 + 8) slashing damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one. Frightful Presence. Any creature that starts its turn within 120 feet of the giant and aware of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Frightful Presence for the next 24 hours Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: X (5d10 + 8) bludgeoning damage. Shriek (1/Day). The colossus releases a mournful shriek provided it isn't in sunlight. This shriek has no effect on constructs or undead. All other creatures within 120 feet of the giant that can hear it must make a DC 17 Wisdom saving throw. On a failure, a creature is deafened and frightened for 1 minute. On a successful save, the creature is deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Bite. The colossus bears its great maw to bite for piercing opponents. Great Claws. The colossus bears its great claws for slashing opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards at the shoulders and two rapid scorpions or flame cannons at the hips.
Lead Colossi are some of, if not the, greatest and most terrifying predators of the Underdark. They are made from the deitic remains of dead gods of the Underdark. Lead colossi are the most effective war machines against Black and Green Dragons of the Dragon Enclave due to their immunity to both acid and poison. However they seldom work with military units and their crew would rather want to work alone or are rather avoided by other units in the army due to the foul stench that the behemoth releases. These behemoths are constantly emitting a noxious saliva, so foul it has become corrosive. Their pilots are normally drows who were cast out of the Draconic Enclave and defected or pledged their allegiance to the Empire or other Underdark denizens who have gone insane and has grown accustomed to the foul acidic emissions of the colossus. They are normally used for underground operations in the Underdark such as mining, tunneling and exploratory missions and are used to combat subterranean species of dragons like Shadow and Brown Dragons and other huge monsters.
Magnesium Colossus Gargantuan construct, chaotic good (20%), chaotic neutral (60%), or chaotic evil (20%)for pilots
Armor Class 16 (natural armor) Hit Points380 (17d20 + 202) Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9) 15 (+2) 22 (+6) 10 (+0) 13 (+1) 13 (+1)
Saving Throws Str +11, Dex +6, Con +9 Skills Athletics +18, Perception +9 Damage Resistances Fire, Bludgeoning Damage Immunities Bludgeoning, Piercing and Slashing from nonmagical weapon attacks Senses Passive Perception 19 Languages Common, Ignan, Giant Challenge 18 (20,000 XP)
Sand Camouflage. The colossus has advantage on Dexterity (Stealth) checks made to hide in desert terrain. Brave. The colossus has advantage on saving throws against being frightened. Brute. When the colossus hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included in the attack). Bear Hug. The colossus has advantage on Strength (Athletics) checks made to initiate a grapple.
ACTIONS Multiattack. The colossus makes three fist attacks. Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 29 (6d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Exploding Fists (Recharge 6). The colossus builds up so much molten rock in its fists, it causes an explosion within a 10 ft. radius. For 1 minute, the giant's first attacks deal an extra (4d6) fire damage. Summon Fire Elemental (1/Day). The giant summons a fire elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
REACTIONS Unbridled Fury. In response to being hit by a melee attack, the giant can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.
WEAPONS Great Fists. The colossus bears its great fists fashioned from the hardening through constant punching and training for bludgeoning and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards, two ballistae or two rapid scorpions at the shoulders, two rapid scorpions or greekfire projectors at the hips and one or two onagers, mangonels or trebuchets at the back
A Magnesium Colossus is made from the deitic parts of dead desert gods. Magnesium colossi are gargantuan behemoths whose unit trains by punching holes in mountainsides. They are the towering behemoths of the deserts. They normally are assigned in arid desert regions and outposts of the Empire. Their skin is rough and dry, like sandstone, and glowing cracks, filled with molten rock, are strung about their fists and all around their glowing redyellow eyes. They normally patrol with a group of desert legionnaires and magnesium giants.
Cloud Colossus Gargantuan construct, neutral good (50%) or neutral evil (50%) for pilots
Armor Class 17 (natural armor) Hit Points450 (20d20 + 240) Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9) 10 (+0) 24 (+7) 17 (+3) 18 (+4) 18 (+4)
Saving Throws Con +12, Wis +10, Cha +10 Skills Athletics +15, Insight +10, Perception +10 Senses passive Perception 20 Languages Auran, Common, Giant Challenge 18 (20,000 XP)
Keen Smell. The colossus has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The colossus’ innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light, minor illusion 3/day each: feather fall, fly, gaseous form, gust of wind, misty step, telekinesis 1/day each: control weather, wind wall
ACTIONS Multiattack. The colossus makes two Great Morningstar attacks. Great Morningstar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. Rock. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage. Summon Air Elemental (1/Day). The colossus summons an air elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes,
until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Morningstar. The colossus carries a great Morningstar fashioned from the strongest metal and used for piercing and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two catapults, onagers, mangonels or trebuchets at the back.
Massive colossi that are stationed high above the world, cloud colossus are the aerial forces of the Empire, incredibly powerful, with the ability to summon air elementals. They are tremendously strong and large, and throw massive boulders with the greatest of ease. They are made from the deitic flesh of sky gods and aerial deities. Cloud colossi are the most effective defenders of the Empire against the Dragons and massive Flying Citadels of the Dragon Enclave. Clouds billow off of their skin, and the clouds shape themselves according to the colossus pilot's mood. They are normally accompanied by gnomish flying dirigibles and whole platoons of human ridden griffons and war pegs (the aerial cavalry). For every Cloud Colossus, a contingent of the following aerial troops accompany it: 2-4 flying dirigibles 6-12 griffon riders 12-24 Pegasus riders Cloud colossus of higher ranks in the Aerial Forces can sometimes be seen escorted by 1-2 giant rocs with 12-24 jump troopers riding at their backs. These jump troopers are equipped with plummet chutes that they use to land safely on the ground either when they need to attack ground-based opponents or them accidentally falling off from the back of these rocs.
Tungsten Colossus Gargantuan construct, any lawful or chaotic alignment for pilots
Armor Class 20 (natural armor, shield) Hit Points 544 (24d20 + 292) Speed 50 ft., climb 50 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 20 (+5)
Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Athletics +20, Intimidation +12, History +12, Perception +12 Damage Resistances Cold, Fire, Force, Thunder Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical weapons Condition Immunities Charmed, Exhaustion, Frightened Senses Passive Perception 22 Languages Common, Giant, Primordial Challenge 25 (75,000 XP)
Alert. The colossus naturally gains +5 to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it. Athlete. When the colossus is prone, standing up only uses 5 feet of his movement. The colossus can make a
running long jump or a running high jump after moving only 10 feet on foot, rather than 20 feet. Brute. A melee weapon deals one extra die of its damage when the colossus hits with it (included in the attack). Charge. If the colossus moves at least 30 feet straight toward a target and then hits it with a shield bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. Quick Reflexes. The colossus gets one extra reaction. Rampage. When the colossus reduces a creature to 0 hit points with a melee attack on its turn, the colossus can take a bonus action to move up to half its speed and make a long sword attack. Relentless (Recharges after Short or Long rest). If the colossus is reduced to 0 hit points, it is reduced to 1 hit point instead. Shield Breaker. If the colossus scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use. Wrestler. The colossus has advantage on Strength (Athletics) checks to initiate a grapple and may make one as a bonus action.
ACTIONS Multiattack. The colossus makes three melee attacks, only one of which may be a great shield bash. Great Long Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 36 (6d8 + 9) slashing damage or 43 (6d10 + 10) slashing damage if used with two hands. Great Shield Bash. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Rock. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage. Earthly Shake (Recharges after a Short or Long Rest). The colossus strikes the ground with its feet or weapon, triggering an earthquake. All other creatures on the ground within 60 feet of the colossus must make a DC 20 Strength saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Battle Cry (1/Day). Each creature of the colossus' choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the colossus’ next turn. The colossus can then make one attack as a bonus action. Leadership (Recharges after a Short or Long Rest). For 1 minute, the colossus can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the colossus. A creature can benefit from only one Leadership die at a time. This effect ends if the giant is incapacitated.
Summon Elemental (1/Day). The colossus summons a fire elemental or an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
REACTIONS Deflect. The colossus adds 2 to its AC against one ranged attack that would hit it. To do so, the colossus must see the attacker and be wielding a shield. Parry. The colossus adds 4 to its AC against one melee attack that would hit it. To do so, the colossus must see the attacker and be wielding a melee weapon. Unbridled Fury. In response to being hit by a melee attack, the colossus can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.
WEAPONS Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and used for slashing, piercing and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or two onagers, mangonels or trebuchets at the back.
The third and perhaps the most powerful colossus in the Imperial Field Army, the tungsten colossus is the most powerful of their archetype. A being to rival the storm colossi, tungsten colossi stand atop the highest cliff tops during battles as they lead the Imperial Corps and their entire divisions of infantries, cavalries, siege engines, giants, hill colossi and terran colossi of the Calishan Imperial Field Army. They are constructed from the deitic parts of dead dwarven or gnome gods. A tungsten colossus' skin shines like metal and their head. They are commonly plated with gold and other shining metallic platings. Their towering presence, tremendous power and resilient skin make them a force to be reckoned with on the battlefield.
Storm Colossus Gargantuan construct, chaotic good for pilots
Armor Class19 (natural armour) Hit Points544 (24d20 + 292) Speed50 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 20 (+5)
Saving Throws Str +17, Con +15, Wis +12, Cha +12 Skills Arcana +12, Athletics +17, History +12, Perception +12 Damage Resistance scold Damage Immunities Lightning, Thunder Senses Passive Perception 22 Languages Common, Giant, Primordial Challenge21 (33,000 XP)
Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing
1/day: storm of vengeance
ACTIONS Multiattack. The giant makes two great sword attacks. Great Sword. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (8d6 + 10) slashing damage. Rock. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage. Lightning Strike (Recharge 5-6).The colossus hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 20 feet of that point must make a DC 17 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a successful one. Summon Elemental (1/Day).The colossus summons an air elemental or a water elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
WEAPONS Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and used for slashing, piercing and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two onagers, mangonels or trebuchets at the back. They seldom rely on these siege weapons as their powerful magical storms and lightning bolts are enough to decimate their opponents
The mightiest and strongest of the colossus, storm colossi dwell in the deepest undersea rifts and the peaks of the highest mountains, rarely staying long in the lands between. They are specially constructed behemoths fleshed from the deitic remains of gods of energy, lightning and storms. A storm colossus is always followed by storm clouds, and their eyes seem to crackle with lightning, especially when they are angered or surprised. In battle, they can summon furious magical storms and hurl tremendous bolts of lightning. In the Calishan Field Army, the Storm Colossus act as the all-terrain both sea, air and land tanks of the imperial forces and they and their pilots can operate in all these environment with utmost effectiveness to combat all varieties of draconic enemies.
Mithril Colossus Gargantuan construct Any alignment for pilots
STR
DEX
CON
INT
WIS
CHA
67 (+10) 16 (+2) 26 (+8) 20 (+5) 12 (+5) 1 (+5)
Hit Dice:
192d10 (1056 hp)
Initiative:
+11
Speed:
100
Armor Class:
79 (+70 natural, +3 dex, +4 haste, -8 size), touch 9
Base
+144/+180
Attack/Grapple: Attack:
1 slam +164 melee 24d6+28
Full Attack:
2 slams +164 melee 24d6+28
Space/Reach:
45'/45'
Special Attacks:
stomp
Special Qualities:
alacrity, antimagic field, DR20/+5 and adamantine
Saves:
Fort +64, Ref +135, Will +65
Skills: Feats:
Improved Initiative, Combat Reflexes.
Environment:
any
Organization:
Solitary
Challenge Rating:
41
Treasure:
none(corpse)
Alignment:
as creator
Advancement:
193+hd (colossal)
Level Adjustment:
-
Combat A mithril colossus likes to take multiple run actions each round to close with its opponent. It then flails away, at 4 attacks per round, until there is nothing to kill or its creator tells it to stop. It uses its stomp ability to incapacitate smaller more dangerous opponents. Stomp(Ex): as a full round action, a mithril colossus can stomp on any opponent it threatens, pinning it's opponent and dealing slam damage every round, until the opponent escapes or is released. Alacrity(Su): A mithril colossus can take twice the normal number of actions every round Antimagic field 100' radius: this functions like antimagic field, but has a 100' radius and is continuous.
WEAPONS Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and used for slashing, piercing and smashing opponents. Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other ranged weapons. Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents. Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or two onagers, mangonels or trebuchets at the back.
One of the most powerful and rarest of the colossi, the mithril colossus is a gigantic construct made of pure mithril steel. Due to its very nature, the mithril colossus itself is impervious to most conventional damage and resilient to magical damage also. Made from the deitic flesh of metallic dragon gods and deities, its immense size can be seen shimmering for miles. There are only a handful ever created during the Age of War and the few that were left behind were hidden away and deactivated by their creators lest they would fall into the wrong hands. Even all their weapons and mounted siege weapons are made of pure mithril steel.
Warforged Colossus Colossal Construct (Living Construct, Augmented Outsider, Abomination) Hit Dice:
60d12+1200 (1920 hp)
Initiative:
+0
Speed:
80 ft.
Armor Class:
58 (size -8, natural 32, deflection 24), touch 16, flat-footed 58
Base
+40/+80 (+40+16+24)
Attack/Grapple: Attack:
Unarmed Strike melee +64 (8d6+24, 20/x2) or Sonic Knife melee +65 (3d6+24 Slashing or Piercing +4d8 Sonic/19-20/x3) or Spike Launcher +64 ranged (4d6/20/x2)
Full Attack:
Unarmed Strike melee +64/+59/+44/+39 (8d6+24, 20/x2) or Sonic Knife melee +65/+60/+55/+50 or Spike Launcher up to 14 times +64
Space/Reach:
30 ft./30 ft.
Special Attacks:
Spacial Tear, Frightful Presence, Impact Crater, Absorb Pilot
Special Qualities:
Living Construct Traits, Abomination Traits, Divine Rank 0, Synchronization, Spacial Field, Regeneration 20, SR 72, DR 30/epic, DR 20/-, Fire Resistance 40, Immune to Cold, Limited Lifespan, Sonic Knife, Berserker, 25% Fortification
Saves:
Fort +63 plus Pilot's Fort, Ref +38 plus Pilot's Dex, Will +38 plus Pilot's Wis
Abilities:
Str 58, Dex 10 or As Pilot, Con 48, Int — or As Pilot, Wis 11 or As Pilot +11, Cha 11 or As Pilot +11
Skills:
As Pilot
Feats:
As Pilot, and Improved Toughness, Improved Unarmed Strike, Superior Unarmed Strike, Run, Great Fortitude, Lightning Reflexes, Iron Will, Great Strength, Great Constitution x20, Damage Reduction, Energy Resistance Fire x2
Environment:
Any
Organization:
Solitary
Challenge Rating:
60
Treasure:
Sonic Knife
Alignment:
True Neutral, or As Pilot
Advancement:
61+ HD (Colossal)
Clad in armor is a colossal giant, massive and strangely humanoid in form towering over the castle walls and battlements. Its body is artificial, but its gait is terribly organic. With a primal roar, it leaps in front, and the impact on the ground shatters the ground like an earthquake making everyone hold on to something for dear life or dropping to the ground. At the peak of the Age of War, even the gods themselves became involved in the affairs of humans and dragons. As the war spread across the planes, ambitious humans took advantage of these participations. Discovering a wounded or dead god stuck in the mortal realm, they tried to manipulate it. For that hubris, the nation involved vanished off the map in a huge explosion. But those with ambition would not be set back by something as simple as the loss of millions. It is said they discovered pieces of the dietic flesh, organs and parts from the wounded gods, and using the most powerful magic spells they imbued the power of the gods into artificial flesh and blood, a warforged so massive and powerful that a single one could conquer the world. Thus an abomination was born. The creature had no mind, instead it possessed implants to control it, and a throne to pilot it. Those inside were protected, and became as the god-forged construct. They brought massive power upon their enemies, fighting other gods and destroying them. Flawed as it was, only able to persist as a deity for 5 minutes before it had to rest, it still was mortal's greatest achievement. But their creation may not be theirs entirely to control, and it happens to have a habit of driving its pilots to depression and madness. It is uncertain of how many were made, reports speak anywhere from one to thirteen models. It is confirmed that at least the first 5 models all possessed strange defects, physically and mentally. In the case of the first 3, all of them ended up absorbing one of their pilots. Several cases of a berserker occurred as well, and causalities were high. Where these abominations exist now is a mystery.
Combat Controlled by its pilot, a Warforged Colossus fights as well as its pilot. Living, but not aware, it requires a being who can successfully synchronize with it before activating. In case of a berserker, the warforged colossus fights like a wild beast possessed in insufferable rage, never letting up until the source of its rage is destroyed. It even denies death to obtain its desire.
Spacial Tear (Su): A warforged colossus is able to warp the very fabric of space. It may use this offensively, releasing a serrated wave of invisible blades with a slash of its hand. Within a 120 ft. cone, all targets take 15d12 force damage, with a Will save DC 20 + Cha modifier. The spacial tear is capable of tearing down other warforged colossi's spacial fields. A warforged colossus may perform this once every 2d4 rounds. Frightful Presence (Su): A warforged colossus projects a frightful presence to all that can see it, in 120 ft. The saving throw varies by the pilot, as it is Charisma based. It is 40 + Cha. When without a pilot, the frightful presence functions to a lesser extent, causing targets to be shaken instead of frightened, at DC 40. Impact Crater (Ex): A warforged colossus is heavy, its footsteps rattle the earth. As such, when it jumps at least 80 ft. and lands, it lands with tremendous force, duplicating the effects of an Earthquake spell, DC 42. The DC is Strength based. Absorb Pilot: A warforged colossus possesses a special cockpit hidden within the folds of its upper back and spine (in contrast to the head portion in most other colossi). Here, encased in liquid and mentally linked to the colossus, the pilot controls everything with his synchronization ratio (see below). A high sync ratio is generally good, but once it exceeds 400%, the warforged colossus apparently turns on its pilot, and an Ego battle occurs. The pilot must make a DC 40 Will save, or be dissolved within the liquid blood of the warforged colossus, vanishing from this world. For all purposes, the subject is dead, and their soul trapped inside. Only destroying the colossus, deity intervention, a wish or miracle spell, or circumstances that have not yet been entirely identified and seemingly related to the soul(s) inside the Warforged Colossus, can restore the soul now. However, after such an event occurs once, the warforged colossus begins to act strangely, and during its berserk times it will display personality quirks of the lost soul. In addition it may have a better or worse synchronization ratio to people the lost soul knew, including self-activating at completely random times. Living Construct and Abomination Traits: The Warforged Colossus is a construct, but due to the materials used it has some outsider and abomination traits. A warforged colossus has a constitution score like other constructs. It does not have low-light or darkvision, and is not immune to mind affecting effects. A warforged colossus is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, polymorphing, petrification, ability drain, ability damage, and immune to cold. It is under a continuous nondetection effect with a caster level of 60. A warforged colossus cannot heal lethal damage naturally, and is subject to critical hits, nonlethal damage, stunning, death effects, and necromancy effects. It is fully healed by the Repair series of spells, and partially healed by Cure spells. It does not eat, sleep, or breathe, but can benefit from consumed items such as potions. As a living creature, a warforged colossus dies at -10 hp. It has 25% fortification, is not subject to death from massive damage, and maximum hit points per hit die. They may choose both epic and non-epic feats as part of their feat selection. It has an effective divine rank of 0, for any deitic effects which reference it. Sonic Knife: Generally, a Warforged Colossus is equipped with a weapon known as a Sonic Knife. This weapon functions as a Masterwork SRD: Dagger, but has the size-based damage increment of a Spiked Gauntlet and does an additional slashing damage. This weapon is typically stored in the distinctive fins on its shoulders and can be drawn or sheathed as any other weapon, typically as a move action. If the knife is Sundered, certain units may push a button on the remaining hilt and deploy a second blade as an action equivalent to drawing a weapon.
Spike Launcher: In some cases, a Warforged Colossus is armed with a spike launcher in one of its shoulders, holding 14 spikes. These can be fired from its shoulder as a ranged weapon with a range increment of 30 feet. Because this weapon is concealed, unless the enemy has seen this move used before, it is counted as Flat-Footed. Once a spike has been fired, it cannot be reloaded except with 100 lbs. of bombard powder and either a successful Profession(Gunsmith) check at DC 30, or a successful Profession(Maintain Warforged Colossus) check at DC 20. If the Warforged Colossus takes a full-round action to attack, it can launch any number of spikes, up to the amount it has remaining in its magazine. Not all Warforged Colossi are equipped with this weapon; in fact, it is a nonstandard feature. If a target is successfully hit with a spike, then it suffers a -1 penalty to its AC as long as the spike is stuck in it, unless the spike was used for a called shot to a limb, in which case the limb is disabled; the penalty is cumulative for multiple spikes. (If taking a full-round action to fire multiple spikes, apply the penalty after the end of the Warforged Colossus's turn.) The spikes can be removed by a Gargantuan or larger creature or equivalent thereof at a rate of one spike for each appendage available to remove them per round as a move-equivalent action. If fired against a target of Huge or smaller size, rather than making an attack roll and inflicting damage, the target must make a Reflex save or be instantly killed. The save DC is 35 minus 2 for each Range increment that the spike is fired over. Synchronization: A warforged colossus is a god among colossi in the world of Chalisha, but without a pilot it is little more than inert god-flesh in composite plating. When a pilot enters a warforged colossus, they gain total cover and concealment, and the cockpit floods with a breathable liquid which enables communication between pilot and colossus. The pilot much make a special opposed Charisma check against the colossus, and if they win, they roll 1d100 + HD + ten times the pilot's charisma bonus. A result over 100 results in activation, and the pilot is now linked to the machine, adding his mental scores to the scores of the colossus and overriding its Dexterity score, and adjusting save DCs, saving throws, and other modifiers accordingly. If the Warforged Colossus successfully makes an attack against an enemy in any given round, the Synchronization Ratio is increased by 1d8-1 at the end of the round. If the Colossus made multiple melee attacks as a full-round action, the SR will increase by 1d8-1 for the first, 1d8 for the second, 1d8+1 for the third, and so on. Any time the Warforged Colossus is damaged, however, the Sync Ratio decreases by 1d6-1 for the first 75 points of damage inflicted by the attack, 1d6 for the second 75 points, and so on. If 200% synchronization is achieved, the pilot feels even more comfortable inside this artificial body than before. The colossus gains a +4 bonus to Strength, Dexterity, and Wisdom. If 300% synchronization is achieved, the bonuses rise to +8. If 400% synchronization is achieved the pilot risked being absorbed, but the pattern continues to +12, +16, and so forth. The synchronization comes with a downside however (unlike in other colossus types). The pilot feels the pain taken by the warforged colossus when synchronized, and while the colossus does not die from massive damage, the pilot may die for any damage over 250 points in one blow. In addition any mind affecting spells are funnels direct to the pilot, although they gain a +20 circumstance bonus to their saving throw due to the shielding effects of the fluid. Spacial Field (Su): A warforged colossus is able to warp the very fabric of space. It may use this defensively, forming a barrier that none may pass. Only the presence of another spacial field, a spacial attack such as spacial tear, or epic weapons can bypass this field. While in effect, the warforged colossus gains DR/epic equal to its current
synchronization ratio. This can quickly make a warforged colossus nigh invincible. It is a move action to unfold the spacial field into action. As a standard action which requires concentration, the warforged colossus can solidify his spacial field into a Wall of Force with a caster level of 60. Another warforged colossus may destroy this wall by erecting one of his own in the same space, the result cancels out both attempts and causes the spacial fields of both colossi to deactivate. Regeneration (Ex): A warforged colossus regenerates at an alarming rate. Only weapons of deitic origin, artifacts, or epic weapons of +10 or above deal lethal damage to a warforged colossus. Limited Lifespan: Animating the flesh of a dead god is no easy task. The core of the warforged colossus seems to be nothing other than a 1 ft. sphere of Proteum, encased in ruby crystal. It animates the entire thing. And yet even with this, it only serves as a hub for its power, the magical battery discharges alarmingly quick when the warforged colossus is activated, with a lifespan of 16 hours normally, and 5 minutes if engaging in stressful situations, such as combat. The creators at the time developed a way to "plug" the warforged into another Proteum Generator or electrical power source providing power, which worked but limited its range. Alternatively, it is possible to attach additional battery packs on the shoulders of the unit, tripling the duration of its lifespan. There is a rumour that one warforged colossus did manage to activate its core completely and no longer needs a second power source to keep its core recharged. Berserker: The warforged colossus is a mentally unstable beast. If its pilot is rendered non-functional from shock, the battery has run out of power, the pilot has been absorbed, or even sometimes in a fit of rage or fear, the warforged colossus becomes a berserker! Its eyes glow, its mouth agape in primal roar, and it enters a state of frenzy, gaining +16 to Strength and Constitution, it ignores any lack of power, and continues to fight deep into the negatives. As long as its frenzy continues it is not treated as disabled at 0 hp, nor dying at -1 to -9. Even if reduced to -10 or less, it keeps fighting normally until the frenzy ends. At that point any wounds which have not been healed by this time apply normally. This ability does not prevent death from spell effects such as disintegrate and other effects which destroy the body. Its regeneration doubles to 40 during berserker, and it behaves in a very primitive manner, though it sometimes shows the traits of any being it has previously absorbed. It may frenzy in this berserk state equal to 3 + Con modifier in rounds, resulting in several minutes of massive destruction before it finally cools down. Its pilot rarely seems to remember clearly what occurs during these fits of madness. While Berserker, treat the Warforged Colossus's mental scores (Intelligence, Wisdom, Charisma), skills, and feats as if it were being piloted by a pilot that was previously absorbed. A berserker typically only occurs 5% of the time. Roll a d% when the warforged colossus encounters one of these situations to see if the colossus goes berserk. The Warforged Colossus can, with a Charisma check (without the pilot's bonus), increase this chance by the result of that Charisma check. The pilot can increase or decrease the chance with a similar Charisma check; however multiply the end result of the pilot's roll by the Sync ratio as a percentage, that is, 0% is 0, 100% is 1, et cetera, before rolling the d%.
DEITIC PARTS
Deitic Parts or Deitic Flesh are remnants of fallen gods who perished during the Age of War. Humans found
these highly volatile yet powerful remains still with their
Greater deities. These entities typically have millions
powers intact and used it to power up the gargantuan
of mortal worshippers, and they command respect
colossi that they used for their war against the dragons
even among other deities. Some rule over pantheons
and their enclave.
of other deities. The rarest deitic parts of them all. Rumor has it that both the Mithril and Warforged
The construction cost given for each colossus takes into
Colossi are powered by remains of such powerful
account the physical body and all the materials and spell components that are consumed or become a permanent part of it. Deitic parts from a fallen god is the most important component and each colossus type requires a specific god type or his portfolio to be created. Except for the much tougher requirements, constructing a colossus is not unlike constructing a golem and requires millions of gold pieces and multitudes of workers to
beings.
Overdeities. These entities are beyond the understanding and knowledge of mortals and care nothing for worshippers. There is no known colossus that is powered by an overdeity since none has perished so far in known history
Portfolios
create.
Ranks of Divine Power For game purposes in creating a Colossus of Chalisha, each deity has a divine rank, which determines how much power the entity has and what its deitic part can provide power to the colossus, from lowest to highest:
Quasi-deities or hero deities. Beings of this rank are immortal but usually cannot grant spells to worshippers. The ranks of colossi in the Imperial Field Armies are filled with remains of fallen quasideities and hero deities that have perished during the Age of War.
Demigods. They are the weakest of the deities, and are able to grant spells and perform a few deeds that are beyond mortal limits. Most of the different types
Every deity has certain aspects of existence over which it has dominion, power, and control. Collectively, these aspects represent a deity's portfolio. The type of colossi that can be created depends entirely on what type of god the deitic parts came from. Colossus Type Carbon Hill Terran Frost Fire Pearl Mercury Lead Magnesium Cloud Tungsten Storm Mithril Warforged
Divine Rank QD, HD, DG,LD QD, HD, DG QD, DG, LD, ID QD, DG, LD, ID QD, DG, LD, ID QD, DG, LD, ID DG, LD, ID DG, LD, ID DG, LD, ID ID ID ID GD GD
Sample Portfolio Wood, Forest, Nature, Earth, Hills, Harvest Battles, Warriors, Fear Snow, Winter, Cold Fire, Volcano, Smiths Water, Ocean, Merfolk Magic, Arcane, Power Underdark, Caverns Sands, Desert, Dunes Sky, Weather, Birds Metal, War, Protection Storms, Lightning Justice, Fighter,Power Unknown
of colossi are made from remains of these fallen
* QD – Quasi-deity, HD – Hero deity, DG – Demigod, LD – Lesser
demigods.
Deity, ID Intermediate Deity, GD – Greater Deity, OD – Overdeity
Lesser deities. These entities can perform more powerful deeds than demigods can, and have keener senses where their portfolios are concerned. Most of
List of Deities
the different types of colossi are made from remains
of these fallen lesser gods.
A deity was a being of great power that controlled some
Intermediate deities. These entities control larger
aspect of mortal affairs, referred to as the god's portfolio.
godly realms than demigods or lesser gods. Most of
True gods were called Stellar Beings and differed from
the different types of colossi are made from remains
the Primordial Titans.
of these fallen intermediate gods.
All deities were either elevated to their positions by Alpha Omega (the one true overdeity) or were approved
by Alpha Omega to be worshiped in the world of
deity, or may have contested for the power of their
Chalisha, in the case of interloper deities. No divine
worshipers. In the last case, it would be a "winner take
power found a permanent faith and power base without
all" type of event, or the loser must accept a smaller
his approval, though there were cases of short-term semi-
portfolio and a subservient position within the pantheon.
divine beings who gathered faith from worshipers without being deities. The most noted example of this was the various fiendish cults that had arisen. In at least two cases, the worship from these cults had provided enough power or filled a niche that was not otherwise filled, and the fiends in question had become deities in their own right. Both Garget Betrayer and the Minotaur deity Mahomet Maul became deities by building on the power foundation of a fiendish cult. Worshipers were necessary for the continued existence and powers of a deity. The numbers and fervor of a god's
The gods of the dwarves, elves, gnomes, illithids, and gnomes followed their respective peoples into Chalisha. Later, the gods of the orcs, dragoon kobolds and other goblinoid races did the same, following and supporting their worshipers.
Types by Life and Death Deities could be categorized by being alive or not alive. This category held because a dead deity wasn’t necessarily unable to influence the world.
worshipers determined in large part the power of the
Dead Deities
deity. Deities without worshipers or who were fading in
Deities, while immortal, were capable of dying. Conflict
popularity faded in power, and in extreme cases could
with other deities, conflict with great mortal heroes, and
even die from neglect.
neglect were the most common causes of a divine
Types of Deities
demise, though it was also possible for a god to lapse into apathy, drift into sleep on the astral plane, and
Native Deities The native deities of Chalisha were those whose worship
eventually perish. Ulutiu Glacier was a prime example of this last possibility.
arose during the creation of the world, or shortly after,
Though a deity could die, at least a part of them would
and who were only worshiped there. In general, the
always remain. There were instances of worshipers of
native deities were worshiped by the native races or
these deities tapping into these remnants to wield divine
Chalishan, those that arose from the primordial chaos at
magic. Dead deities also had the potential to be
Alpha Omega’s creation of the world and space.
resurrected if they maintained some kind of physical or
Humans, dragons, dragonborne, lizardfolk, nagas, yuan-
metaphysical presence and a significant base of
ti, locathah, doppelgangers, and the fey races were the
worshipers. This can actually revive them to the point of
most common worshipers of native deities. They
not being thought gone at all. For example, Garagos
normally consist the pantheon of the Chalishan gods.
Bloodreaver was thought to have revived himself in this
Interloper Deities Humans, elves, and other creatures had made their way
way.
Abilities
onto the face of Chalisha over the millennia. Many of
Deities had a number of inborn and learned skills just
them brought their own divine patrons with them. Those
like any other sentient creature, these abilities grew in
gods who served portfolios where no native Chalishan
potency as a deity grew in divine power, yet they were in
power exists seemed to almost automatically achieve
no way omnipotent, though superhumanly powerful and
divine status. Those whose portfolios conflicted with an
skilled in a chosen area and those related to it. For
existing deity were either absorbed into the existing
example, it wasn’t the case, that just because Midnight
Arcane was a greater deity, that she was also a master
against creatures, whose resistances were keyed to a
huntress like Malak Beastlord, the lesser deity of
creatures’ philosophical orientation against the deity.
hunting, or a genius merchant like Wakeen Phoenix, the demigoddess of trade, Midnight Arcane’s abilities started
Defences against Magic
and ended with magical abilities and those related to
With increasing rank, spells had a decreasing likelihood
magic.
to work against them and even if they did, they were less
A prime example of how divine status wasn’t always the determining factor between deities was the fight between Vhaeraun Venger and Selvetarm Seeker during the Silence of Loath Spyder. Vhaeraun Venger, the lesser dark elf deity of thievery, tried to kill the comatose Loath Spyder which Selvetarm Seeker, the dark elf demigod of
and less likely to work because a deity’s physical resilience, reflexes and strength of will increased with its rank. They also gained an increasing resistance against fire and gained outright immunities against some effects, though these immunities were generally ineffective against higher standing gods.
battle prowess, tried to hinder, leading to an open frontal
A quasi-deity was immune to effects that forced
battle between these two. This competition of battle
alteration of its physical form, tried to sap vitality,
prowess ended with Vhaeraun Venger, the god with the
temporarily or permanently decrease its physical and
second largest following among the dark elf faiths, being
mental capabilities, addled their minds. From demigod
driven off, effectively with Selvetarm Seeker’s, whose
and onwards, deities gained additional immunities
church was so small to the point of practical
against harm from acid, cold and electricity, these
nonexistence, victory.
immunities were effective against no matter what enemy,
Special Abilities
as well as against various physical disabling effects and sources such as poison, diseases, sleep, stunning and
Deities with increasing rank gained increasing magical
paralysis, disintegration and magical effects that could
powers, both in terms of strength and potency.
kill them if not for the immunity. A lesser deity was also
Basic Abilities A deity grew in its mastery of its skills with increased diviner rank and from demigod status upwards learned to
immune to any magic that was directed at binding or imprisoning it.
Movement
rapidly conduct actions that had something to do with its
A deity generally moved fast commonly in a blink of an
portfolio. The number and complexity of these actions
eye. They could move through the earth, could move at
increased with its rank. Once a lesser deity, a deities
lightning speed, could swim and also climb with ease but
skills stopped fluctuating and once intermediate were
not necessarily fly. Once at demigod status, they could
always conducted at its maximum capabilities, not only
use greater teleport as often as they wanted and once at
their skills but at everything they did. They become
lesser status they added free plane shift or dimensional
highly effective in doings things within their portfolio.
travel to their abilities.
Physical Attacks and Defences
Magical Abilities
With increasing rank, it became more and more difficult
A deity was capable of granting divine spells and special
to hit a deity with a physical attack, and even when hit,
abilities called domain abilities, once they were at
deities were resistant to attacks made by weapons that
demigod status. When they could grant spells, they could
weren’t enchanted with, from mortal perspective,
cast domain spells as often as they wanted at increased
exceedingly strong magic, this all while their own
strength, use the abilities associated with these domains
attacks increased in accuracy and ignored the resistance
with increased frequency and strength and, given they
had sufficient training as a cleric themselves, they could
A deity had some kind of place it called its own, where it
cast clerical spells with great flexibility. Demigods and
was at its strongest and had some control over it. They
stronger ones could turn one of their favoured animals
could fill the place with sensory environmental
into their familiars. Greater deities could cast all their
impressions, sound, smells and so on, a lesser deity even
spells at maximum strength at no cost and without
with sounds that held a meaning. Intermediate deities
fluctuation in its effectiveness. All deities could create
and upwards were capable of creating buildings and
magic items, that were associated with their portfolio,
alterations to the landscape by will alone. Even more
just by being able to cast the magic associated with the
profound ability to change started with lesser deity
item in question. This process was more efficient when
status. A lesser deity could manipulate its realm’s ties to
they also had the theoretic knowledge to create the item
the Astral Plane and could bar or limit magical travel
in question. Truly unique to deities were their auras and
inside it. From intermediate status onwards, a deity could
a set of abilities called salient divine abilities. Their auras
strengthen or weaken certain magic of its choosing while
could be used to cause fear among and awe mortals,
greater deities could even change gravity and time.
bolster the resolve of its mortal allies and crush the one of its enemies.
Senses and Communication A deity's ability to sense things extended to a length counted in miles from demigod status and upwards. But probably their most dangerous ability was the one to sense things without being in a place. This ability to sense remote things functioned by centering their sense
Pantheon A pantheon was a collection of deities that cooperated with each other. All of them were based on races or cultures, usually with strong geographic ties. Alpha Omega ensured that no two deities in the same pantheon could claim the same portfolio.
around something dedicated to them, a shrine or other sites or a follower of the spying deity. This ability could be used only a limited number of time parallel and deities could use this ability also to block the senses of lower ranking deities or to send omens and telepathic messages to their followers. Creating an avatar was, as useful as it was, risky because it stunted the deity’s ability to sense remotely as long as the avatar existed
Organization A pantheon was an organization whose membership consisted of deities. These deities shared one trait. Their faith came from one defined group of mortals and each member was an exemplar of traits this group had.
with heavier limitations as more avatars were made.
Every pantheon nominated a head who led the pantheon.
Their portfolio gave true deities, demigods and upwards,
It did not need to be single entity. For example, the
the ability to sense whatever happened on Chalisha
Chalishan pantheon was ruled by the Circle of Greater
concerning their portfolio, though with some limitations.
Powers instead of one single deity like in the Seldarine.
A demigod was only able to sense it when thousand or more were somehow associated with the event, a lesser
Activities
deity when five hundred or more, intermediate and
Pantheons could be doing anything. Some were working
greater deities sensed every event regardless of scale. A
towards strengthening their organization, others' entire
lesser and intermediate deity was able to continuously
purpose was to increase the standing of their leaders,
sense an event a number of weeks in the past, greater
others were about promoting ideals, and so on.
deities could actually sense future happenings.
Divine Realm
The above-mentioned activities were only possible if a pantheon was one that worked together in some fashion.
There were pantheons who did not do that like the
the larger Calishan pantheon. Some, however, remained
Chalishan pantheon. They mostly consisted of
distinct, such as the Mullorandi pantheon and the
individuals and groups who bickered among themselves
Zhultan pantheon. Additionally, the Martican pantheon,
and had no overarching purpose.
the Zakharan pantheon, and the Dragon Enclave of
However, every pantheon cooperated on one field, the field of information. Every weaker member of the
Karash Tur, all remained distinct by virtue of geographic separation.
pantheon gave what they had in information and
Vanished or destroyed human pantheons during the Age
intelligence to the head god who combined these and
of War included the Trarifiric pantheon, the Neortherese
gave a holistic understanding of what was happening in
pantheon, which was worshiped by the middle and lower
their world and beyond back to the entire pantheon. As
classes of Neorth; the Jhaamdathan pantheon, from what
mentioned above, this was the barest minimum of intra-
would later be called the Vilhon Reach and the Dragon
pantheon cooperation. In fact, without this service,
Waste; the Coramshar pantheon, based in ancient
pantheon members did not have a reason to stay in their
Coramsha (which became the Calishan Empire); and the
pantheons.
Utheric pantheon, which was of similar source as the
Tactics Pantheons suffered from time to time from internal strife. This could be because the members tried to improve
Mullorandi pantheon, but lost all but two of its members during the Age of War.
Calishan
their station or because a member represented an aspect
The Chalishan pantheon was the primary human
of a culture or people that was at odds with the rest.
pantheon that was venerated across Chalisha and the
Whatever the reason, if the head had any interest in
Calishan Empire. It was composed primarily of native
keeping face, he or she had to reign these conflicts in. A
deities, and was the result of millennia of cultural
particularly crass example of conflict resolution was
blending of various other pantheons to bring out a
done by the Seldarine. When Loath Spyder and
moderately unified whole. There were remnants of other
Vhaeraun Venger tried to overthrow Corellon Larethian,
human pantheons that had been combined into a single
Corellon Larethian eventually solved the conflict by
pantheon as their source cultures blended, merged, and
banishing the two.
conquered one another to mould into the Empire that it is
Base of Operations
now. The Tarifiric pantheon was worshiped in contemporary
Deities usually lived on the Outer Planes. Where the base of operations of a pantheon was depended on the objective of the pantheon. Blood-related pantheon members had a strong tendency to stick together and form a big divine realm on one plane. A pantheon that wanted to concentrate its strength did likewise. Those who wanted to spread their strength on several planes did so. This gave them influence over a broader area at the cost of concentrated influence on one plane.
Human Pantheons
of Neorth, and was the source of at least Garagos Bloodreaver, who lost in the clash with Tempos Striker and was reduced to demigod status. The Neortherese pantheon itself claimed the worship of the lower and middle classes of the lands of Neorth, and the survivors of the Neortherese pantheon were perhaps the most numerous of the survivors of the gods of old, boasting Jannath (later known as Chanute Provider), Targus (now known as Garagos Bloodreaver), Mystryl (whose power lived on in Midnight Arcane), Selûne Silvermoon, Shar Nightmaster, Kozah (who became known as
Of all the races, humans had the most pantheons, although many of those vanished or were combined with
TalisTyphoon), and Tyche (who split during the Dawn
Breaker and became Tymora Fatedecider and Beshaba Doomseeker).
Zhultan The people of the Zhultan peninsula tended to worship
The Jhaamdathan pantheon was worshiped in what was
Ubtao, a primordial titan, and other Zhultanate pantheon
later called the Valleron Reach and the Dragon Wastes.
though an aspect of Shar Nightmaster also held sway in
The Coramshan pantheon was based in ancient
the region and Tacit Ronin ruled over the nation of
Coramsha (which became the Calishan Empire). The
Zamarach in the guise of their national god Leira
Utheric pantheon once maintained a separate status
Mistshadow, who was killed during the Age of War.
similar to the Mullorandi pantheon (covering Uther,
Dwarves in the region almost universally worshiped
Chess Enta, and the Roguein desert), but collapsed
Thard Harr. In addition, there were the Nine Trickster
during the Age of War, and the survivors became a part
Gods of Zhult as well as evil gods worshipped by the
of the main Chalishan pantheon. Only two of the old
Zhuntarim and its Zhuntilar armies.
Utheric deities survived, Assuran (as Hoar Divider), and Tiamat Five-Header; the others died during or before the
Demihuman and Monstrous Pantheons
Age of War.
Beyond the many human pantheons, various other races
Mullorandi
had their own pantheons of gods and goddesses. These included the Seldarine, pantheon of the elves, and the
The Mullorandi pantheon was a group of interloper
drows' Dark Seldarine. The dwarves worshiped the
deities that followed their people when the wizards of the
Morndinsamman, the gnomes favored the Lords of the
ancient Maskari Empire brought legions of slaves
Golden Hills, and the halflings named their pantheon of
through gates from another world. At first, the gods
deities Yondalla's Children. The orcs had their own
could not reach their worshipers directly, and were
unnamed pantheon, while the giants had the Ordning.
compelled to create manifestations to contain a portion
The pantheon of the dragons and dragon enclave was
of their divine power.
among the most ancient pantheons. And finally, the
Those manifestations walked among their mortal followers, guiding, protecting, or dominating according to their natures until the Age of War. After that perilous
good-aligned races of Serôs worshiped a loose pantheon called the Asathalfinare, which was led by the elven god Deep Sashelas.
time, the ancient barriers that had separated them from
The elves have their own pantheon Seldarine similar to
their true divine essences were dissolved, and the
other realms. The members of the Seldarine are:
Mullorandi pantheon left their manifestations behind as powerful mortal servants and took up their natural divine positions. The worship of the Mullorandi pantheon at one time covered Mullorand, Fhay, Zemphar, and what is now the Roguein desert. During the Age of War they began struggling to hold onto Mullorand itself, with their worship waning in Fhay and Zemphar. They tried striving to convert the followers of the collapsed Utheric pantheon but couldn't survive the Dawn Breaker, disappearing without a trace when the divine realms were forced to rearrange themselves. However, they returned to Chalisha during the Second Age of War.
Aerdrie Faenya, primary deity of the avariel. Corellon Larethian, "First of the Seldarine," leader of the pantheon and primary deity of the sun elves and star elves. Deep Sashelas, primary deity of the aquatic elves. Erevan Ilesere, trickster god. Fenmarel Mestarine, primary deity of feral Hanali Celanil, love goddess. Labelas Enoreth, philosopher god.
Rillifane Rallathil, god of nature. Sehanine Moonbow, death goddess and moon goddess Solonor Thelandira, god of hunting.
Solar Prophet is the giant god of the sun, cloud giants and divinations. Lawful Neutral. Tiger Rush is the tabaxi god of the wilds, the hunt and woodland realms. Titan Redeemer is the giant god of righteousness and
Listed here are several new Demihumans and Monster
restoration, the complete opposite of Atlas Psycho.
Deities:
Lawful Good
Aftermath Elite is the elven god of prowess, skills and
Tomahawk Blaze is the dwarven god of the forge and
feats. Lawful Neutral
metal smiths. Neutral Good.
Atlas Psycho is the giant god of evil, murder, lies and delusions. He is the antithesis of Titan Redeemer and hates him to the core. He is Chaotic Evil in alignment.
Other Monstrous Faiths
Bracer Pondix is the dwarven god of protection, guards,
Monsters tended not to want to worship the deities of the
inventions and contraptions. He is worshipped by
more civilized races. Many monsters had their own gods,
dwarves, gnomes and even humans. Lawful Neutral
whose portfolios consist of dominion over the creatures that worship them, such as the dragoon kobold god,
Chemo Alpha is the gnomish god of alchemy, substances and elements Chaotic Good Exo Starfall is the elven god of astronomy and those
Kurtulmak Bloodshedder. Some species however, have a whole pantheon of gods, such as the Yuan-Ti pantheon (that has actually been secretly subsumed by Set).
related to stars and the heavens. Neutral Good. Kurtulmak Bloodshedderis the dragoon kobold god of evil, bloodshed and battles Marauder Oblivion is the dark and horrific orcish god of war, invasion and conquest. Chaotic Evil in nature
Fiend Worship Some fiends had gained enough mortal followers on Chalisha to achieve a divine portfolio. Most of these fiends were demons from the abyss, such as Yeenoghu
Obsidian Fury is the dark elven god of chaos, revenge
(Demon Prince) and Baphomet (one of the Demon
and wrath. Neutral Evil.
Lords), while devils such as Gargauth have also
Panther Virtue (also known as the Cat Lord) is the tabaxi god of morality, justice and virtues. Puma Real is the tabaxi god of evil and mischief. The misaligned brother of Panther Virtue and his archenemy. Chaotic Good.
managed to ascend. Asmodeus even ascended to join the Chalishan pantheon when he stole the divinity of Azuth.
Greater Deities Lord Alpha Omega is the overdeity of Chalisha, who only answers to a superior entity known only as a "being
Sabre Athena is the elven goddess of war and
of light." All deities of Chalisha are subject to him, even
champions. She is a true neutral and does not side with
those who also operate in other crystal spheres and
any factions as she harbors resentment against Tiamat of
planes, and he sets it so that (during the Age of War)
the Enclave and is not on agreeable terms with her
gods can "die" from a lack of worship to make them act
adoptive father Tempos Striker, the God of War.
like guardians of the Balance rather than kings of mortals. The cult of Alpha and Omega is led by
"parsons" instead of clerics, and none of them appear in
is kept by his high priests, and he eventually revives.
the afterlife. Alpha Omega dictates that no two gods in
Druaga Bane is a Lawful Evil Greater Power whose
the same pantheon can have identical portfolios, and
symbol is green rays squeezed forth from a black fist,
when two gods clash, either one god fades from the
and whose divine realm is the Black Bastion in the
world, the gods merge, or one or both gods alters their
Barrens of Doom and Despair.
portfolio. He is also the creator of the crystal sphere that holds the world of Chalisha, and the crystal also spawned the twin goddesses Selûne Silvermoon and Shar Nightmaster, the first Chalishan deities. Akadi Skymaster is the goddess of Movement, Speed,
Guardian Bravo: God of duty, loyalty, obedience, paladins. Lawful Good. Gigaplex Criterion: God of justice. Lawful Good. (now a dead power)
and Air Elementals. Her alignment is primarily Neutral.
Grumbar Quake: God of elemental earth, solidity,
Akadi has many allies, including Quorlinn Quiver and
changelessness, oaths. True Neutral.
Syranita Spear, but she is enemies with Grumbar Quake, a fellow greater power. Akadi has no superiors among aerial beings. Teylas (an aspect of Akadi) is god of sky and storms for the Horde. Amaunator Revived (also called At'ar):Former god of
Etugen (aspect of Grumbar): Goddess of the earth, herds, and pastures for the Horde Istishia Purifier: God of elemental water, purification, wetness. True Neutral.
bureaucracy, law, order, the sun. Faded from lack of
Hades Deathbringer (possibly also called N'asr): God
worship. Reappears as an evolving aspect of Lathander
of death, the dead. Lawful Neutral.
Morningstar. Lawful Good. Arcane Midnight: Goddess of magic, spells, the Weave. Neutral Good. Asmodeus: God of sin, King of the Nine Hells. Lawful evil.
Kossuth Firestorm: God of elemental fire, purification through fire. True Neutral. Lathander Morningstar: God of spring, dawn, birth, youth, vitality, athletics. Neutral Good. Loath Spyder: Goddess of dark elves, spiders, darkness,
Aurora Zeta: Goddess of beauty, love, passion
chaos, evil, assassination. Chaotic Evil.
Chauntea Provider (also called Bhalla and Jannath:
Selûne Silverymoon (also called Bright Nydra, Elah and
Goddess of agriculture, farmers, gardeners, summer.
Lucha): Goddess of the moon, stars, navigation,
Neutral Good.
prophecy, questers, good and neutral lycanthropes
Curna Tinker: God of knowledge, invention, tinkerers,
Shard Nightmaster: God of dark, night, loss,
inspiration, bards. True Neutral.
forgetfulness, unrevealed secrets, caverns, dungeons, the
Druaga Bane, also known as the "Black Hand" and
Underdark. Neutral Evil.
"Black Lord", is the deity of hatred, fear, and tyranny.
Silvanus Wildfather: God of wild nature, druids. True
Bane is commonly worshipped by lawful evil fighters,
Neutral.
magic-users, illusionists, assassins, thieves, monks, and clerics. He has the reputation of never being seen, though stories of a freezing black-taloned hand and eyes of
Tacit Ronin(possibly also called N'asr): God of murder, lies, intrigue, strife, deception, illusion. Chaotic Evil.
blazing fire spread. He is killed by Guardian Bravo
Talis Typhoon ( also called Bhaelros and Kozah): God
during the Age of War, though his essence survives. He
of storms, destruction, rebellion, conflagrations,
earthquakes, vortices. Chaotic Evil. aspect of Gruumsh
Loviatar Tormentor: Goddess of pain, hurt, agony,
One-Eye
torment, suffering, torture
Tempos Striker(also called Tempus): God of war,
Mask Lessinor: God of thieves, thievery, shadows.
battle, warriors. Chaotic Neutral. Most war gods are too
Neutral Evil; symbol is a black velvet mask tinged with
powerful, carrying "a small arsenal of never-missing,
red. His divine realm is Shadow Keep in the Plane of
heavy-damage weapons". Tempus is commonly
Shadow, and his Third Edition Dungeons & Dragons
worshipped by fighters of any alignment, as well as
domains are Darkness, Evil, Luck, and Trickery.
chaotic neutral thieves and clerics. He appears as a 12-
Deceased 1374 DR
foot-tall man in battered armor, face always hidden by his war helm. He was known as Targus in the ancient past. He is served by the Red Knight, and is opposed by Garagos Bloodreaver and Aurora Zeta . Ubtao: God of creation, jungles, Zhult, the Zhultans,
Mielik Meridian: Goddess of forests, forest creatures, rangers, dryads, autumn November Ajax: God of guardians, protectors, protection.
dinosaurs. True Neutral. First described in the 2nd
Tiamat Five-Header: Goddess of evil dragons, evil
edition book Jungles of Zhult (1993). In the Fourth
reptiles, greed
Edition Forgotten Realms Campaign Guide, Ubtao was changed to being a primordial rather than a deity. Valor Omega is the god of courage and heroism. Lawful Good
Intermediate Deities
Tymora Fortuner: Goddess of good fortune, skill, victory, adventurers Umber Waverider: Goddess of oceans, currents, waves, sea winds Wakeen Phoenix, also known as "The Merchant's
Midnight Winter: Goddess of cold, winter
Friend", is the goddess of trade, money, and wealth
Bahamut Platinum (also called Xymor): God of good
Lesser Deities
dragons, wind, wisdom, justice Beshaba Doomseeker, also called The Maid of the Misfortune, is the Chalishan deity of bad luck, misfortune, random mischief, and accidents. Lady Doom, as she is also known, demands worship to keep her bad luck at bay. She is a Chaotic Evil Intermediate
Azuth Arcane: God of wizards, mages, spellcasters in general. (now a dead power) Deneir Image, also known as "Lord of All Glyphs" and "The Scribe of Curna", is the deity of literature, art, knowledge, glyphs, images, and cartography.
Power, whose symbol is black antlers on a red field,
Eldath (/ˈɛldæθ/) Peacemaker is the Chalishan deity of
divine realm is Blood Tor on the 13th layer of the Abyss
peace. Her dogma is pacifistic, requiring nonviolence of
or in the Barrens of Doom and Despair in the 3rd edition
her followers. Eldath protects rivers, streams, and druids'
cosmology, and Third Edition domains are Chaos, Evil,
groves, and mortal creatures are incapable of committing
Fate, Luck, and Trickery. Her weapon is a "barbed"
acts of violence while in her presence. She is The Quiet
scourge, aptly named "Ill Fortune".
One, and Goddess of Singing Waters, goddess of
Gond Artificer: (also called Zionel): God of artifice, craft, construction, smith work
waterfalls, springs, streams, pools, stillness, peace, quiet places, and the guardian of druids' groves; she is a neutral demigoddess from the Prime Material Plane. She
Ilmater Sufferer: God of endurance, suffering,
is described as being connected to Silvanus Wildfather,
martyrdom, perseverance
and is "the supreme pacifist" who "guards all druids'
groves, and when she is present in any grove, that place
Foul Chernobryl: Became a demigod under Druaga
becomes a Sanctuary where no blows land and no one
Bane's service
feels anger."
Garagos Bloodreaver, also known as "Targus", "the
Lliira Joybringer: Goddess of joy, happiness, dance,
Reaver", and "Master of All Weapons", is the deity of
festivals, freedom, liberty
war, skill-at-arms, destruction, and plunder.[12]
Lurue Beastqueen: Goddess of intelligent beasts,
Gargauth, also known as the "Tenth Lord of Nine", the
talking beasts
"Lost Lord of the Pit", and the "Hidden Lord", is the
Malak Beastlord, also known as the "Beastmaster", is the deity of the hunt, evil lycanthropes, bestial savagery, and bloodlust Milil Chanteuse: God of poetry, song, eloquence Murder Witch is the goddess of poison and disease. Murder Witch is depicted as an old crone who walks bringing misfortune and death. Murder Witch is the goddess of plague and disease, her followers are expected to go about quietly and seek out new diseases. Shaundakul Windrider: God of wind, portals, travel, exploration, caravans Sss'thasine'ss Snake(aspect of Murder Witch): venomous creatures
Demigods
deity of betrayal, cruelty, political corruption, and powerbrokers. Gwaeron Windstorm: God of tracking, rangers of the Neorth Hoar Divider is the deity of revenge, retribution and poetic justice. Hoar Divider is one of the lesser deities in Chalisha. There is no organized church of Hoar, but some cities have small individual shrines set up by his disciples and clerics. Jergal Tombstone: God of fatalism, proper burial, guardian of tombs Nobanion Noble: God of royalty, lions and feline beasts, good beasts The Red Knight, also known as "Lady of Strategy" and "Grandmaster of the Lanceboard", is deity of strategy,
Drasek Riven is the god of shadows. He is originally
planning, and tactics. She is depicted as a dark haired
both an assassin and the second of the Five Chosen of
woman in red plate armor who wields a longsword called
Mask Lessinor, who cares for the Temple on the
Checkmate. She is elevated to godhood by Tempos
Wayfarer far in the Innereach Sea, and awaits the call of
Striker, who she looks to as a father figure. Knowing her
the Shadowlord. Although Drasek Riven is a cold-
real name gives power over her, so only Tempus knows
blooded killer, he has a true compassion for his dogs, and
of it. She is an ally of Guardian Bravo and Valkur
once a young mentally handicapped child named Elden,
Sealegs, and an enemy of Garagos Bloodreaver and Tacit
by giving him some juggling balls. He has one eye,
Ronin. Her dogma dictates the use of careful tactics in
which many find unsettling, and a very hard exterior. He
battle to achieve victory, under the belief that sound
becomes a demigod after inheriting a part of Mask
strategy is the best way to win a battle with the most
Lessinor's portfolio after the battle with Kesson Rel.
favorable outcome.
After the events of first Age of War, Riven has all of Mask Lessinor's divinity and has taken his place. Finder Wyvernspur is the deity of the cycle of life, transformation of art, and saurials.
Rivalen Tanthul: Became a demi god under Shard Nightmaster's service Savras Scepter: Savras was a deity of divination, divination magic, and truth. He was imprisoned in a scepter following a conflict with another deity, Azuth
Arcane, and released centuries later. Savras was
the Arctic Ulutiun peoples of the Great Glacier and the
destroyed along with his superior, Arcane Midnight, in
Sea of Moving Ice. He is depicted as a very large man
an attack by Tacit Ronin, the god of lies.
with a sullen appearance, and his symbol is a necklace of
Sharess Feaster, also known as "The Dancing Lady" and "Mother of Cats", is the deity of hedonism, sensual fulfillment, festhalls, and cats. She is depicted as a beautiful, voluptuous woman with the head of a cat. She
blue and white ice crystals. He exiles himself after his affair with Othea is discovered by Annam, and Auril is slowly draining his power so that she can subsume his portfolio after his death.
has the individualistic and hedonistic personality of a
Uthgar Strongarm (/ˈʌθɡɑːr/ UTH-gar), also known as
feline and she is constantly grooming herself to ensure
"Father of the Uthgardt" and "Battle Father", is the deity
her appearance is always up to standards. Her clergy run
of Uthgardt barbarian tribes and physical strength. Born
many feasthalls throughout large cities, which seek to
Uthgar Gardolfsson, the son of Gardolf Beorunna,
indulge every pleasure imaginable. She was originally
Thane of Ruathym. Uthgar grew up to become a fierce
known as Bast, a Mullorandi patroness of cats, who
warrior and great tactician like his father, though had
subsumed the portfolio of Felidae. She fell under the
fewer moral compunctions than him when it came to
sway of Shar Nightmaster for a time, though she was
personal combat. Late in life, he entered into combat
freed by Aurora Zeta during The Age of War.
with Gurt, Lord of the Pale Giants during the attack and
Shiallia Wilddaughter, also known as "Dancer in the Glades", "Daughter of the High Forest", and "Lady of the Woods", is the deity of fertility, woodland glades, and growth. She is earthy and charming in a childlike way, she loves playing with the creatures of the woodland, and she is very protective of them. Shiallia's worshippers include druids, nuptial couples, and agricultural workers. Worshippers of Shiallia are described as protectors of nature, spending their lives tending to the earth, planting, and nurturing and looking after the ill. They guide those
sustained mortal wounds in an epic battle. When he succumbed to them on the site that would become Morgur's Mound, his followers declared themselves the Uthgardt in his honor, separating themselves into tribes named after spirits that he was said to have tamed. Tempos Striker rewarded him by elevating him to demi godhood. After the Dawn Breaker, Uthgar became an exarch of Tempos Striker. Uthgar's followers consist of many human tribes collectively termed as the Uthgardt barbarians.
who are lost in the woods, and sometimes are given the
Valkur Sealegs, also known as "The Mighty" and
name Silent Helpers. Her scriptures state that the goal of
"Captain of the Waves", is the deity of sailors, ships,
living is to survive and procreate, nature shapes the
favorable winds, and naval combat. Valkur's philosophy
world, and that death is not to be feared
puts him in conflict with the capricious ocean-goddess
Siamorphe Sabre is the Goddess of nobles, rightful rule of nobility, and human royalty. Siamorphe is the vessel of a semi-divine power, which is passed down to a successor when the successor is dying. The current Siamorphe is the latest in that lineage. By preference, the
Umberlee. Valkur's symbol is a shield bearing a cloud with three lightning bolts, and his favored weapon is a cutlass known as "The Captain's Cutlass". Valkur's dogma emphasizes living life with vigor and striving against the elements.
successor is a direct descendant of the previous power's
Velsharoon Vaunted, also known as the Archmage of
mortal form, but anyone of noble blood will suffice.
Necromancy and the Vaunted, is the demigod of
Ulutiu Glacier (pronounced /uːˈluːtiuː/) is the deity of glaciers, polar environments, and arctic dwellers. He is the father of the Giant Kin races, and he is worshiped by
necromancy, necromancers, evil liches, lichdom, and undeath. He is seen as a successor to Myrkul Mage, and he is worshiped by many liches, evil mages, and members of the Cult of the Dragon. He teaches that
nirvana is achieved through gaining the power, longevity
Titans, Tiamat and Bahamut were created from different
and knowledge of the state between life and death. He
sides of his personality.
wields a staff known as the "Skull Staff of the Necromancer", which is a Maskari artifact. He is
Astilabor
originally a renegade wizard, who uses a set of texts
In the Dungeons & Dragons role-playing game,
penned by Talis Typhoon to achieve immortality and
Astilabor (As-TIL-uh-bore) is the dragon deity of hoards.
divinity by using the blood of adventurers. He later pledges his allegiance instead to Azuth Arcane, which enrages Talis Typhoon who is stopped by Arcane Midnight before he can obtain vengeance.
In the game, Astilabor represents the desire in all dragons to acquire wealth and power. However, she dislikes greed. She cannot abide thievery unless such an act is done in the name of building one's hoard. All of
Quasi-Deities Daryth Calisha: The twin gods of the Calishan Empire, armies, battles, strategies, sieges. Tchazzar Wyvern: Dragon-god of battle, strength, victory
Dragon Deities
her followers are neutral in some aspect of their alignment. She discourages her clerics from becoming involved in draconic politics and seeks to reward dragons with unusually impressive hoards.
Bahamut Bahamut or Bahamut Platinum is a powerful draconic deity, the god of all good dragons most especially the
Aasterinian
metallic ones.
Aasterinian is the draconic deity who serves as Abzu's
Chronepsis
messenger. Her symbol is a grinning dragon's head. Aasternian appears as a huge brass dragon who is always grinning. She is quick-witted, with a sharp tongue. Aasternian is the messenger of Io, the draconic god of creation. She and her followers enjoy good relations with Garl Glittergold, Fharlanghn, Olidammara and similar deities. Aasterinian loves all those who enjoy innovation and whimsy, and she is accepting of all dragonblooded races. She is especially amused by spellscales.
Abzu Abzu is the chief deity worshipped by dragons, god of dragonkind, balance, and peace. He is seen by his people as the creator of all things. But for others he will also end all things. He is neutral in alignment, but he also contains within him all other alignments. His symbol is a multicolored metallic disk.
Chronepsis is the dragon deity of Fate, Death, and Judgment. His symbol is an unblinking draconic eye. Chronepsis is truly neutral in all things, dispassionate and unconcerned with the unfolding of events. He observes, but does not act except to guide the spirits of dragons into the afterlife. While he is a god of "eternal law," he cares nothing for justice, as Lendys does. Chronepsis never speaks or communicates. Chronepsis is said to know the future and how all things will end, but he will not reveal this knowledge to others. While all dragons respect Chronepsis, very few worship him, and even fewer become his clerics.
Faluzure Faluzure is the dragon deity of Energy Draining, Undeath, Decay, and Exhaustion. "Faluzure" is also sometimes spelled "Falazure". His symbol is a draconic
In the cosmology of Chalisha, Abzu created dragons and
skull. Faluzure is a wretched, creeping thing no longer
dragonborn. When he died in battle with the Primordial
able to fly, but he has a gravely terrible beauty nonetheless. He is vast and sleek, with silver-edged
scales of midnight blue and vestigial wings; he may also
simultaneously. Both Hextor and Vecna are among her
appear as a handsome human or comely elf. He is a
chief enemies, because of their portfolios concerning
brilliant, gifted master of disguise, and lacks his sister
tyranny and secrets, respectively.
Tiamat's recklessness. He requires a continuous stream of death to maintain his beauty and perfection; if he goes
Lendys
without death for too long, he becomes gaunt and
Lendys is the dragon god of balance and justice. Unlike
skeletal.
Chronepsis, who judges dragons after they die, Lendys
Faluzure is worshipped by shadow dragons and undead
metes out justice during a dragon's life.
dragons. He is revered by many necromancers of
The clerics and paladins of Lendys are justice-bringers,
nondraconic races as well, and by intelligent undead.
often serving as judges and arbiters for local
Among the dragon gods, only Bahamut and Tiamat have
communities.
more nondraconic followers than Faluzure.
Sardior
Garyx Sardior (/ˈsɑːrdiɔːr/) is the dragon deity of gem dragons Garyx is the dragon god of fire, destruction, and renewal.
and psionics. His symbol is a ruby with an inner glow.
Garyx symbolizes the sheer power and destructive force
Tamara
of dragonkind, and has gold scales that sometimes shimmer as red. Some argue that Garyx is actually
Tamara is the dragon goddess of life, light, and mercy.
insane.
Tamara is described as the kindest and most benevolent of the draconic deities. Tamara's clerics are healers, but
Garyx pays little or no attention to his clerics and
also deliverers of death to those who try to escape it,
worshippers, but they do not care. Some druids revere
such as undead creatures and especially draconic undead.
the renewing aspect of Garyx, knowing that devastation is necessary for rejuvenation to occur.
Tamara is described as being an ally of Pelor and an enemy of Falazure, Hextor, Nerull, and Erythnul.
Hlal
Tamara's alignment is neutral good.
Hlal is the dragon deity of humor and storytelling. Her
Tiamat
symbol is an open book, and her favored weapon is the short sword or claw.
Further information: Tiamat (Dungeons & Dragons)
Hlal enjoys sharing stories and songs with those who
Tiamat (pronounced: /ˈtiɑːmɑːt/ TEE-a-mat[23] or:
appreciate such things, regardless of the listener's race or
/ˈtiɑːmɑːt/ TEE-a-maht) also known as Tiamat Five-
background. She has little use for tyrants, and even less
Header or The Five-Headed Scourge was the lawful evil
patience for cruelty or bullying. She teaches that one
dragon goddess of greed, queen of evil dragons and, for a
must be free of restraint, whether real or psychological,
time, a reluctant servant of the greater gods Druaga Bane
in order to freely express one's opinions.
and later Asmodeus. Before entering the Chalishan pantheon, she was a member of the Draconic and
Hlal's priests are often multiclassed cleric/bards, using
Faerûnian pantheon, and for some time she was also a
music and poetry to spread their faith. Places of worship
member of the Untheric pantheon.
are usually simple shrines, which can be packed up and moved to the next town at a moment's notice. The
Tiamat was also the eternal rival of her brother Bahamut
followers of Hlal share much in common with those of
Platinum, ruler of the good metallic dragons.
Olidammara, and many pay homage to both deities
Description Tiamat was a unique chromatic dragon, who had one head for each primary color of the most common species of chromatics (black, blue, green, red, white). Each head was able to operate entirely independently of each other and had the powers of a member of the respective race of dragonkind. Her body also had traits in common with a wyvern, including a long tail tipped with a poisonous stinger.
She was reputed to have a realm in Heliopolis but in fact that was a hoax Tiamat used in hopes of confusing her enemies.
Personality Tiamat was arrogant, greedy, hateful, spiteful and vain. She never forgave any kind of slight and was focused in obtaining more power and wealth. She disdained mortals, regarding them as mere disposable tools in her schemes. When needed, she was charming and fey, but
She also had three main avatars. The Dark Lady was a
her self-serving and reptilian personality betrayed her
mulan female with long dark hair and completely black
sooner or later.
eyes. She always wore dark robes and frequently had a seductive smile on her face. The Chromatic Dragon was a dragon with stubby legs and five heads that could be any combination of head belonging to a chromatic dragon, the skin of each
After having experienced relative mortality as an archfiend, she became less reckless but also paranoid. Tiamat enjoyed the company of male dragons, and had many great wyrm consorts of the chromatic varieties.
merged into three stripes -- blue-green, gray and purple
She had an insatiable greed for treasures, but preferred
before they merged again into brown skin that covered
that her followers brought it to her in the form of gifts
her tail. Sometimes, The Chromatic Dragon appeared in
instead of searching for riches on her own.
the form of Tchazzar when manifesting in Chess Enta. The Undying Queen was a dracolich version of The Chromatic Dragon. Tiamat had three manifestations in Avernus as well, one of which never left the gate to Dis. Her manifestation as Azharul was her other 'public' face used for when foes challenged her to combat, meanwhile her original body remained secluded in her lair.
Realm
Activities Tiamat wanted to take control of the Chalisha as well as the other Realms, and even as she was thwarted again and again by her enemies, she didn't give up. She had a particular interest in controlling Uther and Chess Enta, and after the Dawn Breaker, she also had interest in Murghôm, Tymanther, and the dragon enclaves of Laerakond. She didn't like to leave her lair, however, and usually acted to advance her agenda by using members of her Church or her agents in the Dragon Enclave.
When she was part of the Untheric pantheon, Tiamat had a realm in Zigguraxus. She also had a lair in Avernus, on the Nine Hells, known as Tiamat's Lair. After the dissolution of the Untheric pantheon, her realm was the Dragonspawn Pits of Azharul (a realm she
Tiamat kept an active watch over evil dragonkind and always stirred them to further actions of avarice, pride and wickedness. As of 1491 DR, however, her primary goal was to break free from the Nine Hells.
obtained after having killed Azharul), that was located in the Dragon Eyrie lowest region, and she somehow connected it to her lair in Avernus.
Powers As a unique type of chromatic dragon with the traits of the five most common chromatic varieties, Tiamat was a foe to be reckoned with in battle.
Along with all the standard powers and godly senses of a
their gods which lasted for thousands of years. However,
deity of her rank, those who saw her fight claimed that
the hatred that had developed between Tiamat, Bahamut
her heads were able to cooperate in battle, and that those
and their followers was so intense that they refused to
heads had the ability to use the breath weapons and spell-
stop fighting. Their conflict came to be known as the
like abilities common to their species. Although her
Dragonkin War. During the first years of the war, Tiamat
sheer size prevented claw and kick attacks while on the
bred horrific and aberrant draconic creatures known as
ground, she was adept of its use while flying. She also
the Spawn of Tiamat, in an attempt to wipe out the
had a stinger on her tail that injected a powerful venom
followers of Bahamut.
on her foes, killing them in agonizing pain.
History For ages, sages debated whether if Tiamat actually was a deity or not. Many believed she was the archetype of evil dragonkind, a devil or demon, the avatar of another deity or even a mortal dragon so powerful that chromatic dragons revered her as their queen and creator. Whatever she was, sages knew for certain that she was powerful and worshiped by evil dragons as a goddess. The fact is that Tiamat was actually a goddess. She came into existence alongside the rest of the draconic pantheon when the first dragons were born. Her origins were highly conflicting, however, as there were many accounts about how she came into being.
The war waxed and waned in intensity, with the last era of intense fighting occurring between -2087 and -1071 DR. It was during this time that the Untheric empire began and with it, their pantheon became prominent. Tiamat became one of their deities by using a threeheaded aspect, and her purpose in the Untheric pantheon was to balance the "order" represented by the other Untheric gods with her "chaos". However, the plane of Zigguraxus increased the worst traits of her nature, making her something too powerful to be balanced by the other Untheric gods alone. Now that both Bahamut (who had become a member of the Untheric pantheon under the alias of Marduk) and Tiamat had humanoid worshipers, the Dragonkin War entered into a new period of intensity. The two siblings
In the more commonly accepted traditions, she was the
fought each other personally, with neither being able to
daughter of Asgorath and sister of Bahamut and Null;
gain the upper hand. Tiamat also worked against the
while in the myths of the dragonborn of the Dragon
other Untheric gods, with the result of the church of Enlil
Enclave, Bahamut and Tiamat were born from the
naming her the "Nemesis of the Gods" and blaming her
sundered corpse of Abzu (the name by which dragonborn
for every problem the nation had.
knew Asgorath) instead, when Abzu was killed in the Dawn Breaker War.
Then, in -1071 DR in a fight of the Age of War known as the Battle of the Gods, Tiamat saw an opportunity to slay
Whatever the truth, her cult grew rapidly in the
Gilgeam while he was battling Ilneval. However,
communities of chromatic dragons, especially among
Marduk intercepted her and in the ensuing battle they
blue, green, and red dragons.
killed each other. With both of their Untheric aspects
Once dragons as a race had established themselves during the Time of Dragons, the various religious factions of dragons began to battle one another over their different ideologies. Over time, religious fervor waned and draconic philosophers came to the conclusion that gods who allowed such behaviour were not worthy of their worship. This started the draconic apathy toward
dead, Tiamat and Bahamut were both stripped of their divine power. Tiamat was reduced to the status of an archfiend, her last few followers in Unther not enough to allow her to remain even as a lesser deity. However, as Gilgeam became a tyrannical God-King, the people of Unther never forgot the Nemesis of the Gods and they increasingly turned to her in secret for succor.
As an archfiend, she was given rulership of Avernus by
while gaining some followers among disaffected
Asmodeus. Her job was to prevent outcast devils on that
members of the Dragon Enclave in the process. This
layer of Hell from becoming a threat but performed so
time, however, the Bahamut Platinum countered them by
poorly that Asmodeus demoted her. Knowing her failure
reviving the ancient race known as the dragonborn of
was not deliberate (by reading her thoughts), Asmodeus
Bahamut.
deigned to allow Tiamat to remain in Avernus unpunished, and even gave her a chance to regain her position if she impressed him in her new role as the guardian of the main gate to Dis.
She projected her wishes through the transformed primordial Entropy, and while in this guise expanded her base of humanoid worshipers. She eventually joined the Chalishan pantheon in 1371 DR after gaining the
This state of affairs lasted until 1346 DR when some
worship of a cult in Luthcheq. Tiamat's body had been
Untherite cultists managed to summon another aspect of
suffering from aches and pains that had been growing
Tiamat to Unther. This aspect, known as the Dark Lady,
worse over time, but her elevation back to deity-hood
fomented rebellion all over Unther against the church of
reinvigorated her. However, the relative mortality she
Gilgeam. Gilgeam was so hated that the membership in
had experienced as an archfiend made her less reckless
her own church swelled, and Tiamat was elevated to
and more paranoid. She misinformed her clergy that she
status of a demigoddess. She also took the opportunity to
no longer resided in Avernus, but instead maintained a
influence the lich Sammajor and his Dragon Enclave into
grand divine realm in Heliopolis.
tracking down the Dracorage mythal.
When members of the Twisted Rune discovered that her
During the Age of War, after Alpha Omega banished the
only asset in Heliopolis was a disturbed lichnee
gods from the planes and into the prime material plane,
neorthernese archwizard, known as the Listener, they
the Dark Lady was transformed back into her three-
attempted to steal his magic. In retaliation, Tiamat
headed Untheric avatar, which was promptly slain by
manifested an aspect that defeated the intruders and
Gilgeam's. Even so, her divine essence was somehow
forced them to kill the minor draconic deity Azharul in
divided into three and came to inhabit Tchazzar,
his home in Dragon Eyrie. With the Listener and the
Gestaniius and Skuthosiin, three powerful chromatic
Twisted Rune's forced help, Tiamat subsumed Azharul,
dragons. Tchazzar devoured the other two, combining
taking his body and divine realm, completely
the three essences and ushering in the reappearance of
unbeknownst to anyone but herself. All the while, she
Tiamat's more powerful five-headed form, which she
had already begun creating her real divine realm in the
used to kill Gilgeam and therefore cause Alpha Omega
mountains of Avernus.
to dissolve the Untheric pantheon completely.
In 1373 DR, Sammaster managed to alter the Dracorage
Having attained the status of a lesser deity once again,
mythal to cause permanent insanity in all dragons unless
she was able to manifest avatars once more, until one of
they allowed themselves to become dracoliches. In one
them was destroyed in 1359 DR by King Gareth
of the worst dracorages ever seen on Chalisha, Tiamat
Dragonsbane who had been tasked by Bahamut to
resurrected Tchazzar, Gestaniius and Skuthosiin to act as
destroy the Wand of Orcus in her heartsblood. Having
emissaries which she would use to solidify and expand
done so, the king of Damara also brought the worship of
her power base in Chess Enta, Mullorand, Threskel and
Bahamut back to his people, elevating Bahamut to the
Unther.
status of lesser deity and rekindling the Dragonkin War once more. In response, Tiamat unleashed her aberrant dragonspawn and many of her followers to Vaasa to make trouble for the Church of Bahamut in Damara,
After the destruction of Sammajor and the end of the High Magic that sustained the Dracorage mythal, she had
to withstand an invasion launched by Bahamut on her
Temperhand, the Dragonkin War stalled. In Banehold,
demesne in Dragon Eyrie.
Druuga Bane discovered that Azharul was merely a
The destruction of the Dracorage mythal also heralded the prophesied "Turning of the Great Cycle" which sparked off the religious fervor lacking in dragons since the beginning of the Dragonkin War, and Tiamat gained new draconic converts. In 1374 DR, lightning and meteor showers pounded Chalisha, and Bahamut and
vessel for Tiamat and enslaved it. Furious but overwhelmed by other events, Tiamat did not immediately retaliate against her enemy, instead serving Druuga Bane loyally despite his harassment. During this period, Tiamat discovered Druuga Bane's secrets and passed them on to Asmodeus.
Tiamat instructed their respective followers to seek out
Some time in the next decade, Tiamat saw an
specific sites that would each contain some form of
opportunity and took it, wrenching Azharul out of
dragon egg. Unfortunately for Bahamut, Tiamat's
Banehold along with much of Bane's divine energy. She
followers were much more effective in retrieving the
used that energy to mend Azharul's broken body and
eggs than his own. Tiamat's followers brought the eggs
increase her own divine power. Delighted, Asmodeus
they collected to Unthalass in preparation for a new
offered her the rulership of Avernus once more.
battle of the Dragonkin War.
However, to avoid disappointing Asmodeus again and to
Tiamat spent her new forces mostly in her efforts to conquer the east, but that task proved more difficult than she envisioned. Only Tchazzar met with success, cementing his rule in Chess Enta while Unther was
prevent a conflict with Bel, Tiamat refused, instead offering to be Asmodeus' champion and devouring all who opposed him (and offering covert aid to Zariel to prevent Bel from becoming too powerful).
conquered by Mullorand. Her tentative ally Alaskler
Yet agreements in the Hells are binding, and Tiamat was
Banbastos also ruled Threskel and allowed Tiamat's
subsequently placed under the direct compulsion of Bel.
church to establish a stronghold there. A short-lived but
Her brief attempt at resistance allowed her to see into
powerful cult of humanoid fanatics was also lost to her in
Bel's mind and learn of the directions Asmodeus had
the Wyrmthrones.
given him to imprison her in her divine realm to prevent
Her losses outweighed her gains, however: during the Dawn Breaker, Entropy ceased being a simple vessel for communication and spells, taking away her power base in Luthcheq. The dissolution of her subsumed realm in Dragon Eyrie during the Dawn Breaker War also saw the badly-wounded body of Azharul fall into the hands of Druuga Bane. Tymanchebar's transplantation from East to West saw some of the strongest bastions of Tiamat's faith disappear overnight to be replaced with individuals who would become staunch enemies. In 1479, Tchazzar managed to conquer Threskel for himself, but this just drew him into a war with the Calishan nation of Tymanther in which he was killed.
her from becoming ambitious. Betrayed and angry, Tiamat instructed her followers in the Dragon Enclave to assemble the Mask of the Dragon Queen that would allow her to finally escape Avernus and enter Chalisha. Though the Enclave's leader, Severinth Silrajin, successfully assembled the Mask and used it to bring Tiamat's Temple from her realm in Avernus to the Well of Dragons in order to serve as the staging area for the revival of Abzu , he and his forces were ultimately defeated and Tiamat was banished back to the Nine Hells.
Relationships Tiamat was the antithesis of her brother Bahamut, as
With her most powerful servant dead, her forces
both of them represented opposing values, and this
beginning to crumble and Bahamut's power increasing
enmity was reflected in the attitude of each deity's
after he became the subservient god of Torm
worshipers as well. She was also at odds with her brother
Null for some slight lost to history. The god of the
After the Dawn Breaker, she also gained a few
kobolds, Kurtulmak Bloodshedder, was also his servant.
dragonborn followers.
Being a member of certain pantheons made her some
Clergy
other enemies. She conflicted with Iyachtu Xvim as he was the only significant opposition to her joining the Chalishan pantheon, then later with his father, Druuga Bane. She also counted Ilmater Sufferer among her enemies. Tiamat had some kind of contract with the
Tiamat accepted only evil clerics. They, like Tiamat herself, sought to place the world under the domination of evil dragons.
Church of Tiamat
githyanki race after their leader Gith treated with her. The church of Tiamat was regimented by a strict Having once been an archfiend living on Avernus,
hierarchy of ranks and titles. Her clerics were occupied
Tiamat was loosely allied with Bel and lent him many
by the twin tasks of acquiring an ever-increasing hoard
Abishai to fight in the Blood War. She resented
of wealth for the faith and sabotaging the faiths of other
Mammon for converting some evil dragons away from
deities. As a result, they occupied most of their time with
her. She helped Asmodeus forge his Ruby Rod. She
an unending series of thefts, assassinations, acts of
developed an enmity with Asmodeus and the archdevil
vandalism, and arson. In Unther and Chess Enta they
Bel after they betrayed her.
were primarily concerned with seizing as much power as
She maintained a male consort from each of the
possible, while for the rest of the Eastern Continent, the
chromatic dragon races. She had children with each of
cult's agents were focused on subverting the Dragon
them and they served her as mortal agents.
Enclaves.
Worshipers
Orders
Tiamat had a reputation amongst the people of the state
The Serpent Guards were a fellowship of Untherite
of Unther for battling with the other members of their
warriors and crusaders fanatically devoted to her. They
pantheon and was blamed for every one of the many
were charged with guarding Tiamat's cult in Unther.
setbacks Unther experienced. This later became an
The Knights of the Five-Thorned Rose were her elite
advantage when Gilgeam's behavior served to foment
five ranking crusaders, tasked with the destruction of the
rebellion against him and those rebels began to worship
followers of Bahamut, especially metallic dragons.
her, eventually creating an organized church. Tiamat had made inroads into the Dragon Enclave and
Temples
claimed some members as her worshipers. Also, for
Though most evil dragons honored Tiamat, few keep
fifteen years, the Karanok family of Luthcheq
shrines dedicated to her in their lairs because they didn't
unwittingly served Tiamat while they were worshiping
want her gazing at their treasure hoards. Instead, they
the primordial Entropy. Tiamat transformed Entropy into
dedicate vast, gloomy caverns to their deity and kept
a conduit for her power and gained the Karanoks as
them stocked with treasure and sacrifices.
pawns.
Tiamat had more temples among her non-dragon
Many evil dragons have worshiped Tiamat since their
followers. The two most prominent sites of her faith
species first appeared on Chalisha and dragoon kobolds
were the Altar of the Scales in Unther, and Desolation of
believed she was their creator, and although they didn't
Perilous Keep.
worship her as god, they revered her as their creator.
Dogma
To Tiamat, deities of all creeds and from every pantheon
A siege weapon (or siege engine) is a device that is
are inherently tyrannical, and therefore her rivals. She
designed to break or circumvent heavy castle doors,
considered herself the only being powerful enough to
thick city walls and other fortifications in siege warfare.
defy these gods and overthrow their despotic rule, as
Some are immobile, constructed in place to attack enemy
demonstrated by her overthrowing the other Untheric
fortifications from a distance, while others have wheels
deities. Her followers worked tirelessly toward her
to enable advancing up to the enemy fortification. There
agenda of world domination. When Tiamat assumed her
are many distinct types, such as siege towers to allow
throne as the only goddess of Chalisha both the Calishan
attacking soldiers to scale walls and attack the defenders,
Empire and the Dragon Enclaves, her draconic children
battering rams to break walls or gates, to catapults (such
would serve her as dukes, or so her followers believed,
as ballistae, trebuchets and other similar constructions)
and her clergy struggled gain the position vassals when
used to attack from a distance and fire a projectile; some
that move came.
complex siege engines were combinations of these types.
Rites
Siege engines are fairly large constructions—from the
Clerics of Tiamat prayed for their spells at dusk, in hopes
size of a small house to a large building. From antiquity
she will return the sun the following morning, as part of
up to the development of darkpowder, they were made
a ritual known as Tithing. The Tithing required a small
largely of wood, using rope or leather to help bind them,
tithe, typically several gold coins or a small gem, which
possibly with a few pieces of metal at key stress points.
were hidden in the cleric's cupped hands while praying,
They could launch simple projectiles using natural
then buried.
materials to build up force by tension, torsion, or, in the
Tiamat's clergy also performed various other daily ceremonies in homage to their mistress. The Rite of Respect was a complicated ritual of abasement and appeasement was performed while approaching any chromatic dragon. This ceremony didn't provide any special protection from the dragon's fury, but failure to perform it was a death sentence.
case of trebuchets, human power or counterweights coupled with mechanical advantage. With the development of darkpowder and improved metallurgy of the Empire, bombards and later heavy artillery like mortars became the primary siege engines. In the world of Chalisha, the dwarves of the Empire are the primary inventors and developers of siege weapons.
In Unther, a sect of her followers known as the Dark
Besides the antiquated types whether mobile or
Scaly Ones proclaimed the day of the first full moon
immobile, the dwarven engineers developed newer
after Midsummer a holy day dedicated to her. Known as
versions of traditional siege weapons with semi-
the Festival of Vengeance, this day marked the defeat of
automatic designs using cranks, gears and contraptions
Gilgeam at Tiamat hands. In Unthalass the day was
and more powerful and deadly ammunitions. These new
celebrated by general anarchy, rioting, and widespread
siege weapons are mostly mounted on their juggernaut
mayhem incited by the clergy and the faithful. During
war machines called Colossi. Though they still need at
that day, clerics of other gods tried to contain the looting
least a single person to operate each of the turrets of
and destruction, and prominent officials were aware
these siege weapons.
against assassination attempts executed by Tiamat's worshipers.
Siege Weapons
Collectively, siege engines or artillery together with the necessary soldiers, sappers, ammunition, and transport vehicles to conduct a siege are referred to as a siegetrain.
Ballista
Before it can be fired, it must be loaded and aimed. It takes two action to load the weapon, two action to aim it
Size: Large
and one action to fire it. Several creatures can collaborate
Armor Class: 14
to accelerate the process
Hit Points: 200 Damage immunities: poison, psychic
Shot Down Shot: Ranged Weapon Attack: +8 to hit,
Cost: 3000 gp
range 120/480 ft., one target. Hit: When the blow is
Actions: 3 actions to prepare the shot, 1 action to aim, 1
directed accurately towards the wing area, the chains are
action to fire. 1 action only for colossi mounted ballista
automatically opened and entangled, then the creature
Area of effect: 5 ft x 2000 ft. line
must make a CD 23 Dexterity saving throw, in a failure
Damage: 8d6 (average 28) piercing damage (Dex save to
the impacted creature loses all flight speed and falls to
avoid)
the ground. soil, receiving the corresponding damage per
Siege Weapon Drawback: None
fall. Also you cannot use the wings to fly, hit or any action that requires free mobility of these.
The ballista, sometimes called bolt thrower, was an ancient missile weapon that launched a large projectile at
A creature can remove the chain by making a successful
a distant target.
DC 25 Strength or Dexterity check as an action.
Ballista of Chains
Bombard
Size: Large
Size: Large
Armor Class: 16
Armor Class: 20
Hit Points: 200
Hit Points: 400
Damage immunities: poison, psychic
Damage immunities: poison, psychic
Cost: 4000 gp
Cost: 8000 gp
Actions: 3 actions to prepare the shot, 1 action to aim, 1
Actions: 4 actions to prepare the shot, 1 action to aim, 1
action to fire. 1 action only for colossi mounted ballista
action to fire. Only 1 action is needed for colossi
Area of effect: 5 ft x 2000 ft. line
mounted bombards. Area of effect: 5 ft x 4000 ft. line
Unlike normal ballista, the ballista of chains is ready to
Damage: 10d20 (average 100) bludgeoning damage (Dex
shoot down aerial creatures. This type of ballista is
save to avoid)
usually designed by dwarves and gnomes combining
Siege Weapon Drawback: A bombard has a strong
their knowledge of blacksmithing and mechanisms to
recoil, and anyone directly 5 feet behind the bombard at
create a ballista who can fire special projectiles
the time of firing must make a Dexterity saving throw or
enchanted with magic that when being close to the wings
take 4d6 bludgeoning damage and be knocked prone.
unfold, forming a huge network of chains with a design Special to get tangled easily, causing it to be more
Bombards were mainly large calibre, muzzle-loading
difficult to get rid of it. These projectiles only fit in this
artillery pieces used during sieges to shoot round stone
type of crossbows and its price is 250 gp per projectile,
projectiles at the walls of enemy fortifications, enabling
due to its complexity. They can be easily adapted for any
troops to break in. Most bombards were made of iron
size except Gargantuan.
and used darkpowder to launch the projectiles.
Actions: 4 actions to load the shot, 2 actions to aim, 1
Catapult
action to fire. 1 action only for colossi mounted catapults Area of Effect: A point of your choice within 2500 ft.
Size: Huge
range
Armor Class: 18
Catapult Missile:
Hit Points: 300
Single: 6d10 (average 33) bludgeoning damage in a 20
Damage immunities: poison, psychic
ft. radius sphere (Dex save half)
Cost: 5000 gp
Mortar: 4d12 (average 28) bludgeoning damage in a 30
Actions: 4 actions to prepare the shot, 2 actions to aim, 1
ft. radius sphere (Dex save half)
action to fire. 1 action only for colossi mounted catapults
Siege Weapon Drawback: Couillard is inaccurate
Area of Effect: A point of your choice within 2000 ft.
weapon and the chosen point of origin has a margin of
range
error of 3d10 feet minus your intelligence modifier
Catapult Missile:
(rounded down, minimum 0) in random direction.
Single: 10d6 (average 35) bludgeoning damage in a 20 ft. radius sphere (Dex save half)
The couillard is a smaller trebuchet with a split counter-
Mortar: 14d4 (average 35) bludgeoning damage in a 30
weight that passes on either side of a single support,
ft. radius sphere (Dex save half)
instead of a single counter-weight. The projectile is fired
Siege Weapon Drawback: Catapult is inaccurate weapon
in a high arc, so it can hit targets behind cover. Before
and the chosen point of origin has a margin of error of
the couillard can be fired, it must be loaded and aimed.
3d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
With a crew of five humanoids or more it take four actions to load the weapon, two actions to aim it, and one
A catapult is a ballistic device used to launch a projectile
action to fire it. With four or less, it takes twice as many
a great distance without the aid of darkpowder or other
actions.2 actions are needed only for colossi mounted
propellants – particularly various types of ancient and
couillard due to its various cranks and gears.
medieval siege engines. A catapult uses the sudden release of stored potential energy to propel its payload.
A couillard can fire heavy stones, or other kinds of
Most convert tension or torsion energy that was more
projectiles with different effects.
slowly and manually built up within the device before release, via springs, bows, twisted rope, elastic, or any of
Couillard Stone: Ranged Weapon Attack: +5 to hit,
numerous other materials and mechanisms.
range 250/1000 ft. (can't hit targets within 60 feet of it), one target. Hit: 33 (6d10) bludgeoning damage.
Couillard Flame Cannon aka Greek-Fire Projectors Size: Large Armor Class: 15 Hit Points: 225 Damage immunities: poison, psychic Cost: 4500 gp
Size: Large Armor Class: 18 Hit Points: 350 Damage immunities: poison, psychic Cost: 2500 gp
Actions: 2 actions to prepare the shot, 1 action to aim, 1
Hit Points: 7000
action to fire. 1 action only for colossi mounted greek-
Damage immunities: poison, psychic
fire projectors
Cost: 1000000 gp
Area of effect: 5 ft x 300 ft. line
Actions:
Damage: 9d6 (average 30) fire damage (Dex save to
Area of Effect:
avoid) + 2d6 of burning damage for 1d4 turns
Damage: Various
Siege Weapon Drawback: Flame cannons or greek-fire
Siege Weapon Drawback: Very slow to manoeuvre
projectors are very dangerous weapons and are mostly banned in many territories due to its destructive nature.
The Hellepolis (not to be confused with the plane of
A fumble (natural roll of 1) may accidentally ignite the
Heliopolis) was essentially a large tapered tower, with
load of a flame cannon and explode doing 9d6 (average
each side about 230 feet (70.1 m) high, and 130 feet
40) points of damage to those within a 30 ft. radius.
(41.2 m) wide that was manually pushed into battle. It rested on eight wheels, each 30 feet (9.2 m) high and
The flame cannon or more commonly known as greek-
also had casters, to allow lateral movement as well as
fire projector is a type of cannon that has one large barrel
direct. The three exposed sides were rendered fireproof
and the ability to shoot an agonizing fire from that barrel,
with iron plates, and stories divided the interior,
making it a weapon that is nearly a crime to use against
connected by two broad flights of stairs, one for ascent
an enemy. Though the cannon has the ability to shot a
and one for descent. The machine weighed 160 tons, and
flame in a consistent line, it does use oil and/or other
required 3,400 men working in relays to move it, 200
flammable liquids that are consumed at a fast rate
turning a large capstan driving the wheels via a belt, and
forcing you to reload it multiple times during an
the rest pushing from behind. The casters permitted
encounter. It also has a long line range damage with an
lateral movement, so the entire apparatus could be
easy ability to change the direction of fire, even while in
steered towards the desired attack point, while always
use.
keeping the siege engines inside aimed at the walls, and the protective body of the machine directly between the
A flame cannon can fire flames in one direction using oil
city walls and the men pushing behind it.
as ammo, it can use other flammable liquids to do the same effects. It takes two actions to load the flame
The Hellepolis bore a fearsome complement of heavy
cannon, one action to fire it, and a bonus actions to
armaments, with two 180-pound (82 kg) catapults, and
redirect the weapon. The weapon will continue to fire in
one 60-pounder (27 kg) (classified by the weight of the
a line for 1d4 turns before needing to reload.
projectiles they threw) on the first floor, three 60pounders (27 kg) on the second, and two 30-pounders
Flame Breath. The flame cannon shoots flame in a 30-
(14 kg) on each of the next five floors. Apertures,
foot line that is 5 feet wide. Each creature in that line
shielded by mechanically adjustable shutters, lined with
must make a DC 15 Dexterity saving throw, taking 30
skins stuffed with wool and seaweed to render them
(9d6) fire damage on a failed save, or half as much
fireproof, perforated the forward wall of the tower for
damage on a successful one.
firing the missile weapons. On each of the top two floors, soldiers could use two crossbows or light rapid scorpions
Hellepolis Size: Gargantuan Armor Class: 25
to easily clear the walls of defenders.
These gargantuan siege towers were the main assault
Damage immunities: poison, psychic
fortification of the Empire prior to the advent of the more
Cost: 5000 gp
massive colossi.
Actions: 1 action to reload all the barrels, 1 action to aim, 1 action to fire.1 action to reload and 1 action only
Mobile Battle Wagon
for colossi mounted mitrailleuse Area of Effect: A point of your choice within 2400 ft.
Size: Huge Armor Class: 20-22 Hit Points: 450-500
range Damage: 25d6 Siege Weapon Drawback: Prone to explosion.
Damage immunities: poison, psychic Cost: 12000 gp Actions: Area of Effect: Damage: Various Siege Weapon Drawback: None
A mitrailleuse (mitʁajøz) or grapeshot cannon is a type of volley gun with multiple barrels of rifle calibre that can fire either multiple rounds at once or several rounds in rapid succession. The mitrailleuse's major innovation was that it greatly increased the speed of the processes of reloading when compared to other siege weapons like the
A mobile battle wagon is a huge vehicle powered by
ribaults
animals, steam or magical runes. It has a speed of 20 feet, an AC of 22 and 500 hit points, and it is immune to
Mortar
poison and psychic damage. Some variants have a speed of 40 feet, an AC of 20 and
Size: Large
450 hit points.
Armor Class: 19 Hit Points: 500
Each time the turret attack is used, is uses a piece of
Damage immunities: poison, psychic
ammunition. The tank can hold up to 10 pieces of
Cost: 10000 gp
ammunition at a time. Additional ammunition must be
Actions: 1 actions to load the shot, 1 action to aim, 1
found or created with 500 gp worth of materials. A tank
action to fire. 1 action only for colossi mounted mortars
can hold 3 Medium-sized creatures. One driver, one
at its back.
gunner, and one navigator. If there is no driver, the tank
Area of effect: 5 ft x 5000 ft. line
cannot move. If there is no gunner, the tank may not
Damage: 12d20
make ranged attacks. If there is no navigator, Survival
Siege Weapon Drawback: Prone to misfire/explosion.
checks made to steer the tank with no outside assistance are made with disadvantage.
Similar to its cannon brother, the mortar uses destructive darkpowder to propel heavy balls of cast iron through the
Turret: Ranged Weapon Attack: +5 to hit, range 30/100
air at destructive speeds; however, it instead launch the
ft., one target. Hit: 10d6 piercing damage.
ball in an arc more than a straight line to fall at the target from above. The mortar can hit targets behind cover. In a
Mitrailleuse
campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly
Size: Medium Armor Class: 14 Hit Points: 150
engineers.
A mortar is usually supported in a wooden frame with
Actions: 2 actions to remove and reload the cartridge, 1
wheels. Before it can be fired, the cannon must be loaded
action to aim and to fire for 10 turns. 1 action only for
and aimed. It takes one action to load the weapon, one
colossi mounted ballista and 10 turns before reloading.
action to aim it, and one action to fire it.
Area of effect: 5 ft x 1600 ft. line Damage: 8d6 (average 28) piercing damage (Dex save to
Mortar Ball: Ranged Weapon Attack: +6 to hit, range
avoid)
400/1800 ft., one target. Hit: 120 (12d20) bludgeoning
Siege Weapon Drawback: None
damage. A big crossbow-like machine that uses javelins that are
Onager
specially made for it and round, ten pound stones. The rapid scorpion differs from the ballista and springald in
Size: Large
which it has a box cartridge on top that automatically
Armor Class: 15
reloads 10-20 javelins removing the need to reload the
Hit Points: 200
siege weapon for each shot. It requires a creature to use
Damage immunities: poison, psychic
its bonus action to aim it and an action to fire it. Upon
Cost: 3000 gp
reloading, it requires 2 actions to remove the cartridge
Actions: 4 actions to prepare the shot, 2 actions to aim, 1
and replace it with a fresh one. A crew of two people
action to fire. 1 action only for colossi mounted onagers
may be used to operate the scorpion, and even move it at
Area of Effect: A point of your choice within 1800 ft.
half the speed of the slower operator, using their action.
range
Also, a crew of two people may use both of their actions
Catapult Missile:
to load and fire the weapon. However it takes only one
Single: 8d6 (average 24) bludgeoning damage in a 20 ft.
crew to do everything in one round when mounted on a
radius sphere (Dex save half)
colossus.
Mortar: 12d4 (average 24) bludgeoning damage in a 30 ft. radius sphere (Dex save half)
Bolt: Ranged Weapon Attack: +Str. Mod to hit, range
Siege Weapon Drawback: Onager is inaccurate weapon
400/1600 ft., one target. Hit: 3d12 piercing (javelin) or
and the chosen point of origin has a margin of error of
bludgeoning (stone) damage.
3d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
Ribault
The onager was an Imperial torsion powered siege
Size: Medium
engine; in other words, a small catapult.
Armor Class: 13 Hit Points: 100
Rapid Scorpion
Damage immunities: poison, psychic Cost: 4000 gp
Size: Large
Actions: 10 actions to reload all the barrels, 1 actions to
Armor Class: 15 if only wood, 19 if reinforced with iron
aim, 1 action to fire. 10 actions to reload and 1 action
or steel
only for colossi mounted ribaults
Hit Points: 4d8 if wood, 8d8 if reinforced with iron or
Area of Effect: A point of your choice within 1200 ft.
steel
range
Damage immunities: poison, psychic
Damage: 20d6
Cost: 4000gp
Siege Weapon Drawback: Prone to backfiring/explosion.
its foot had to rest; each side of the ladder was protected
Slow to reload
by a railing, and a covering or pent-house was added overhead. It was then placed so that its foot rested across
A ribault, also known as a rabauld, ribauldequin,
the sides of the lashed-together vessels, which touched
ribaudkin, infernal machine or organ gun, was a
each other with its other extremity protruding a
medieval volley gun with many small-caliber iron barrels
considerable way beyond the prows. On the tops of the
set up parallel on a platform, in use during the Age of
masts pulleys were fixed with ropes: and when the
War. When the gun was fired in a volley, it created a
engines were about to be used, men standing on the
shower of iron shot. They were employed, specifically,
sterns of the vessels drew the ropes tied to the head of
during the early years of the war, and continued serving,
the ladder, while others standing on the prows assisted
mostly, as an anti-personnel gun. The name organ gun
the raising of the machine and kept it steady with long
comes from the resemblance of the multiple barrels to a
poles. Having then brought the ships close in shore by
pipe organ.
using the outer oars of both vessels they tried to let the machine down upon the wall. At the head of the ladder
As an early type of multiple barrel firearm, the ribault
was fixed a wooden stage secured on three sides by
uses darkpowder and is sometimes considered the
wicker-shields, upon which stood four men who fought
predecessor of the mitrailleuse.
and struggled with those who tried to prevent the sambuca from being made to rest on the battlements. But
Sambuca
when they have fixed it and so got above the level of the top of the wall, the four men unfasten the wicker shields
Size: Gargantuan
from either side of the stage, and walk out upon the
Armor Class: 15
battlements or towers as the case may be; they are
Hit Points: 600
followed by their comrades coming up by the sambuca,
Damage immunities: poison, psychic
since the ladder’s foot is safely secured with ropes and
Cost: 6000 gp
stands upon both the ships. This construction has got the
Actions:
name "sambuca" or "harp" for the natural reason, that
Area of Effect:
when it is raised the combination of the ship and ladder
Damage: Various
has very much the appearance of such an instrument
Siege Weapon Drawback: Prone to fire.
Siege Tower The sambuca was a ship-borne siege engine. They were made from two sea vessels combined together and were
Size: Gargantuan
primarily used for naval warfare by the Empire. As well
Armor Class: 18
as these vessels they had eight quinqueremes in pairs.
Hit Points: 1000
Each pair had had their oars removed, one on the port
Damage immunities: poison, psychic
and the other on the starboard side, and then these had
Cost: 7000 gp
been lashed together on the sides thus left bare. On these
Actions:
double vessels, rowed by the outer oars of each of the
Area of Effect:
pair, they brought up under the walls some engines
Damage: Various
called "Sambucae", the construction of which was as
Siege Weapon Drawback: Prone to fire.
follows: A ladder was made four feet broad, and of a height to reach the top of the wall from the place where
A siege tower or breaching tower or belfry is a
Damage: 3d10 (average 16) piercing damage (Dex save
specialized siege engine, constructed to protect assailants
to avoid)
and ladders while approaching the defensive walls of a
Siege Weapon Drawback: None
fortification. The tower was often rectangular with four wheels with its height roughly equal to that of the wall or
A springald, or skein-bow, is an artillery piece with a
sometimes higher to allow archers to stand on top of the
torsion device similar to a ballista. It has a box frame,
tower and shoot arrows into the fortification. Because the
with arms are designed to swing inwards rather than
towers were wooden and thus flammable, they had to
outwards. It has a more compact construction compared
have some non-flammable covering of iron or fresh
to the ballista, makes it more suitable for use inside, such
animal skins.
as the tighter confines of a tower. It is not as powerful as its larger cousin, and so finds its role as an anti-personnel
Used since the Age of War, siege towers were of
weapon.
unwieldy dimensions and, like trebuchets, were therefore mostly constructed on site of the siege. Taking
It takes one action to load the springald, one action to
considerable time to construct, siege towers were mainly
aim and to fire it. It takes only one action when mounted
built if the defense of the opposing fortification could not
on a colossus.
be overcome by ladder assault ("escalade"), by mining or by breaking walls or gates.
Springald Bolt: Ranged Weapon Attack: +6 to hit, range 100/1400 ft., one target. Hit: 16 (3d10) piercing damage.
The siege tower sometimes housed spearmen, pikemen, swordsmen, archers or crossbowmen who shot arrows
Trebuchet
and quarrels at the defenders. Because of the size of the tower it would often be the first target of large stone
Size: Huge
catapults but it had its own projectiles with which to
Armor Class: 15 if only wood, 19 if reinforced with iron
retaliate.
or steel Hit Points: 350
Siege towers were used to get troops over an enemy
Damage immunities: poison, psychic
curtain wall. When a siege tower was near a wall, it
Cost: 7000gp
would drop a gangplank between it and the wall. Troops could then rush onto the walls and into the castle or city.
Actions: 5 actions to prepare the shot, 2 actions to aim, 1 action to fire. Only 2 actions required to do everything
Springald (Light Ballista)
for trebuchets mounted at the backs of colossi. Area of Effect: A point of your choice within 3000 ft.
Size: Medium
range
Armor Class: 15
Trebuchet Missile:
Hit Points: 30
Single: 14d6 (average 49) bludgeoning damage in a 20
Damage immunities: poison, psychic
ft. radius sphere (Dex save half)
Cost: 2000 gp
Mortar: 20d4 (average 50) bludgeoning damage in a 30
Actions: 1 action to load the shot, 1 action to aim and to
ft. radius sphere (Dex save half)
fire. 1 action only for colossi mounted springald (normally head-mounted in pairs) Area of effect: 5 ft x 1400 ft. line
Siege Weapon Drawback: A trebuchet is inaccurate
Mortar: 14d12 (average 85) bludgeoning damage in a 30
weapon and the chosen point of origin has a margin of
ft. radius sphere (Dex save half)
error of 2d10 feet minus your intelligence modifier
Siege Weapon Drawback: Warwolf is inaccurate weapon
(rounded down, minimum 0) in random direction.
and the chosen point of origin has a margin of error of 3d10 feet minus your intelligence modifier (rounded
A trebuchet is a type of catapult that uses a swinging arm
down, minimum 0) in random direction.
to throw a projectile. It was a powerful siege engine until the advent of the bombards and mortars.
A warwolf is an immense siege catapult for bringing down mighty fortresses, and it outranges most defensive
There are two main types of trebuchets. The first is the
weapons. It throws a heavy stone in a high arc, so it can
traction trebuchet, or mangonel, which uses manpower to
hit targets behind cover. Before a warwolf can be fired, it
swing the arm. It first appeared in Collon in the 4th
must be loaded and aimed. It takes six actions to load the
century Age of War. Carried westward by the Avars, the
weapon, three actions to aim it, and one action to fire it.
technology was adopted by the Calishars in the late 6th
Although colossi mounted warwolves are faster using
century AD and by their neighbors in the following
only two actions to do everything because of their
centuries.
special cranks and gear mechanisms. Warwolf Stone: Ranged Weapon Attack: +5 to hit, range
The later, and often larger, counterweight trebuchet, also
400/3600 ft. (can't hit targets within 400 feet of it), one
known as the counterpoise trebuchet, uses a
target. Hit: 150 (15d20) bludgeoning damage.
counterweight to swing the arm. It appeared in both Northern and Enclave lands around the Continent of
Wielded Battering Ram
Collon in the 7th century, and made its way back to the Empire in the 8th century.
Size: Large Armor Class: 15
The counterweight trebuchet is a type of catapult that
Hit Points: 200
uses gravity.
Damage immunities: poison, psychic Cost: 2000 gp
Warwolf
Actions: 1 round to manoeuvre and 1 round to attack. 1 round only when wielded by a colossi
Size: Gargantuan
Area of Effect: melee only
Armor Class: 25
Damage: 12d6
Hit Points: 450
Siege Weapon Drawback: None
Damage immunities: poison, psychic Cost: 9000 gp
A battering ram is a siege weapon that originated in
Actions: 6 actions to prepare the shot, 2 actions to aim, 1
ancient times and designed to break open the masonry
action to fire. 2 actions only for colossi mounted
walls of fortifications or splinter their wooden gates.
warwolves Area of Effect: A point of your choice within 3600 ft.
In its simplest form, a battering ram is just a large, heavy
range
log carried by several people and propelled with force
Catapult Missile:
against an obstacle; the ram would be sufficient to
Single: 15d20 (average 150) bludgeoning damage in a 20
damage the target if the log were massive enough and/or
ft. radius sphere (Dex save half)
it were moved quickly enough (that is, if it had enough
momentum). Later rams encased the log in an arrow-
methods, these firing mechanisms can be described by its
proof, fire-resistant canopy mounted on wheels. Inside
two main attacks.
the canopy, the log was swung from suspensory chains or ropes.
Before it can be fired, it must be loaded and aimed. It takes two action to load the weapon, two action to aim it,
Rams proved effective weapons of war because old
one action to change its firing mechanism, and one
fashioned wall-building materials such as stone and brick
action to fire it.
were weak in tension, and therefore prone to cracking when impacted with force. With repeated blows, the
Ensnaring Shot: Ranged Weapon Attack: +8 to hit, range
cracks would grow steadily until a hole was created.
120/480 ft., one target. Hit: 27 (5dl0) piercing damage.
Eventually, a breach would appear in the fabric of the
When a large or smaller creature is hit with the bolt, the
wall—enabling armed attackers to force their way
two chains attached to it ensnare the creature and force
through the gap and engage the inhabitants of the citadel.
him to make a DC 13 Dexterity saving throw or be restrained.
The introduction in the later parts of the Age of War of bombards and mortars, which harnessed the explosive
A creature can remove the chain by making a successful
power of darkpowder to propel weighty stone or iron
DC 15 Strength or Dexterity check as an action.
balls against fortified obstacles, spelled the end of
Shielding Area. The ballista can be aimed to shoot
battering rams and other traditional siege weapons.
Using Siege Weapons Hand-held versions of battering rams are still used by giants and colossi to break open fortified gates and walls.
Windcutter Ballista Size: Large Armor Class: 16 Hit Points: 200 Damage immunities: poison, psychic Cost: 4000 gp Actions: 2 actions to prepare the shot, 2 action to aim, 1 action to fire. 1 action only for colossi mounted ballista Area of effect: 5 ft x 2000 ft. line Unlike the normal ballista that launch's a single bolt, the windcutter ballista is fitted to launch’s a bolt that is
When attacking with a Siege Weapon against a very large target, such as a ship or a creature of at least huge size, you make an attack roll against it with a bonus equal to your Proficiency Bonus + your Intelligence modifier. You make the attack roll only once, and compare the result against all valid targets within the area of one missile. All other targets within the same area are subject to a saving throw DC equal to 8 + Proficiency Bonus + your Intelligence modifier. If the saving throw fails, the targets are affected by the missile as normal.
Siege Warfare
connected to multiple loose chains. The bolt itself can be used for multiple purposes that can vary from ensnaring large flying creatures to disrupting the enemy arrows in midair. However, you must change both the bolt and the firing mechanism to use the ballista in any of these
Siege A siege is a military blockade of a city, or fortress, with the intent of conquering by attrition, or a well-prepared assault. Siege warfare is a form of constant, low-intensity
conflict characterized by one party holding a strong,
An attacker's first act in a siege might be a surprise
static, defensive position. Consequently, an opportunity
attack, attempting to overwhelm the defenders before
for negotiation between combatants is not uncommon, as
they were ready or were even aware there was a threat.
proximity and fluctuating advantage can encourage
This was how General William de Forz captured
diplomacy. The art of conducting and resisting sieges is
Fotheringhay Castle in 1221.
called siege warfare, siegecraft, or poliorcetics. The most common practice of siege warfare was to lay A siege occurs when an attacker encounters a city or
siege and just wait for the surrender of the enemies
fortress that cannot be easily taken by a quick assault,
inside or, quite commonly, to coerce someone inside to
and which refuses to surrender. Sieges involve
betray the fortification. Negotiations would frequently
surrounding the target to block the provision of supplies
take place during the early part of the siege. An attacker
and the reinforcement or escape of troops (a tactic
– aware of a prolonged siege's great cost in time, money,
known as "investment". This is typically coupled with
and lives – might offer generous terms to a defender who
attempts to reduce the fortifications by means of siege
surrendered quickly. The defending troops would be
engines, artillery bombardment, mining (also known as
allowed to march away unharmed, often retaining their
sapping), or the use of deception or treachery to bypass
weapons. However, a garrison commander who was
defenses.
thought to have surrendered too quickly might face execution by his own side for treason.
Failing a military outcome, sieges can often be decided by starvation, thirst, or disease, which can afflict either
As a siege progressed, the surrounding army would build
the attacker or defender. This form of siege, though, can
earthworks (a line of circumvallation) to completely
take many months or even years, depending upon the
encircle their target, preventing food, water, and other
size of the stores of food the fortified position holds.
supplies from reaching the besieged city. If sufficiently
The attacking force can circumvallate the besieged place,
desperate as the siege progressed, defenders and civilians
which is to build a line of earth-works, consisting of a
might have been reduced to eating anything vaguely
rampart and trench, surrounding it. During the process of
edible – horses, family pets, the leather from shoes, and
circumvallation, the attacking force can be set upon by
even each other.
another force, an ally of the besieged place, due to the lengthy amount of time required to force it to capitulate.
Disease was another effective siege weapon, although
A defensive ring of forts outside the ring of
the attackers were often as vulnerable as the defenders.
circumvallated forts, called contravallation, is also
In some instances, catapults or similar weapons were
sometimes used to defend the attackers from outside.
used to fling diseased animals over city walls in an early
Ancient cities in the East show archaeological evidence
example of biological warfare. If all else failed, a
of having had fortified city walls. During the Warring
besieger could claim the booty of his conquest
States era of the Age of War, there is both textual and
undamaged, and retain his men and equipment intact, for
archaeological evidence of prolonged sieges and siege
the price of a well-placed bribe to a disgruntled
machinery used against the defenders of city walls.
gatekeeper.
Tactics
Due to logistics, long-lasting sieges involving a minor force could seldom be maintained. A besieging army,
Offensive
encamped in possibly squalid field conditions and dependent on the countryside and its own supply lines
for food, could very well be threatened with the disease
During the Warring States period in the late Age of War,
and starvation intended for the besieged.
warfare lost its honourable, gentlemen's duty that was found in the previous era and became more practical,
Various trebuchets could sling about two projectiles per
competitive, cut-throat, and efficient for gaining victory.
6 turns at enemy positions.
The Imperial invention of the hand-held, triggermechanism crossbow known as rapid scorpion during
To end a siege more rapidly, various methods were
this period revolutionized warfare, giving greater
developed in ancient and current times to counter
emphasis to infantry and cavalry and less to traditional
fortifications, and a large variety of siege engines was
chariot warfare
developed for use by besieging armies. Ladders could be
.
used to escalade over the defenses. Battering rams and
The philosophically pacifist Mohists (followers of the
siege hooks could also be used to force through gates or
philosopher Mozi) believed in aiding the defensive
walls, while catapults, ballistae, trebuchets, mangonels,
warfare of smaller states against the hostile offensive
and onagers could be used to launch projectiles to break
warfare of larger domineering states. The Mohists were
down a city's fortifications and kill its defenders. A siege
renowned in the smaller states (and the enemies of the
tower, a substantial structure built to equal or greater
larger states) for the inventions of siege machinery to
height than the fortification's walls, could allow the
scale or destroy walls. These included traction trebuchet
attackers to fire down upon the defenders and also
catapults, eight-foot-high ballistae, a wheeled siege ramp
advance troops to the wall with less danger than using
with grappling hooks known as the Cloud Bridge (the
ladders.
protractible, folded ramp slinging forward by means of a counterweight with rope and pulley), and wheeled 'hook-
In addition to launching projectiles at the fortifications or
carts' used to latch large iron hooks onto the tops of walls
defenders, it was also quite common to attempt to
to pull them down.
undermine the fortifications, causing them to collapse. This could be accomplished by digging a tunnel beneath
When enemies attempted to dig tunnels under walls for
the foundations of the walls, and then deliberately
mining or entry into the city, the defenders used large
collapsing or exploding the tunnel. This process is
bellows (the type the dwarves commonly used in heating
known as mining or sapping. The defenders could dig
up a blast furnace for smelting cast iron) to pump smoke
counter-tunnels to cut into the attackers' works and
into the tunnels in order to suffocate the intruders.
collapse them prematurely. Advances in the prosecution of sieges in ancient and
Defensive
medieval times naturally encouraged the development of a variety of defensive countermeasures. In particular,
The universal method for defending against siege is the
medieval fortifications became progressively stronger—
use of fortifications, principally walls and ditches, to
for example, the advent of the concentric castle—and
supplement natural features. A sufficient supply of food
more dangerous to attackers—witness the increasing use
and water was also important to defeat the simplest
of machicolations and murder-holes, as well the
method of siege warfare: starvation. On occasion, the
preparation of hot or incendiary substances like boiling
defenders would drive 'surplus' civilians out to reduce
oil and greek-fire projectors. Arrowslits (also called
the demands on stored food and water.
arrow loops or loopholes), sally ports (airlock-like doors) for sallies and deep water wells were also integral means of resisting siege at this time. Particular attention would
be paid to defending entrances, with gates protected by
as well as the Dragon Enclave using flying citadels of
drawbridges, portcullises, and barbicans. Moats and
their own to safely keep them out of reach of these
other water defenses, whether natural or augmented,
colossal behemoths.
were also vital to defenders. For the period of the characters’ adventure, siege warfare In the Chalishan Middle Ages, virtually all large citystates had city walls—The Desolation of Dubrovnik is a well-preserved example—and more important cities and city-states had citadels, forts, or castles. Great effort was
continued to dominate the conduct of the Chalishan Empire’s wars as against the Dragon Enclaves.
Colossus Weapon System
expended to ensure a good water supply inside the city in case of sieges. In some cases, long tunnels were
Siege weapons were created to be faster, easier to
constructed to carry water into the city. Complex
operate and deadlier when mounted on a colossus. Any
systems of tunnels were used for storage and
encounter with a colossus will mostly bear two or more
communications in cities like Tábor.
types of available siege weapons located in various parts of its body. Each siege weapon will need at least an
Until the invention of darkpowder-based weapons (and
operator aka gunner so a single Colossus unit will consist
the resulting higher-velocity projectiles), the balance of
of two pilots and one or more siege weapon operator of
power and logistics definitely favored the defender. With
various race (mostly humans, dwarves or gnomes) and
the invention of darkpowder, bombards and mortars, the
classes (mostly fighters) thus forming a Squad.
traditional methods of defense became less effective against a determined siege.
Typical Colossus Siege Weapon System
The Calishan Empire dominates most of the siege
Body Part Head
Quantity 2
warfare in the continent during the advent of their mobile
Shoulders
0-2 (1d3)
Hips
0-2 (1d3)
Back
0-2 (1d3)
Hand
1 (1 Hand) 3-4 (Both) 5-6 (Three) 7 (Four) 8 (Five)
Legs
0-2 (1d3)
siege constructs known as colossi specifically their ranks of Hill Colossi, Terran Colossi and Tungsten Colossi. A colossus alone towering around 200 feet or more could easily punch through enemy fortified walls and gates, run amok and breach the enemy’s entire defences singlehandedly. Notwithstanding a single colossus could carry a compliment of two bombards on its shoulders or two mortars on its backs as well as other types of conventional siege weapons on its being to lay waste on any fortification that stands on its way. However, new fortifications, designed to withstand darkpowder weapons and the colossi, were soon constructed throughout the continent. Opposing states and enclaves has learned to increase the sizes of their fortified walls to 200 to 400 feet in height and double the thickness of their bulwarks and ramparts
Siege Weapon 1-2 Heavy Crossbow 3-6 Light Scorpion 1-4 Rapid Scorpion 5-6 Bombard 7-8 Ribault 9-10 Mitrailleuse 1-4 Rapid Scorpion 5-6 Flame Cannon 7-8 Ribault 9-10 Mitrailleuse 1-2 Catapult 3-4 Couillard 5-6 Mortar 7-8 Onager 9-10 Trebuchet 11-12 Warwolf 1-6 Melee Weapon 7-10 w/ Tower Shield 11-12 w/ Ballista 14 w/ Rapid Scorpion 15 w/ Flame Cannon 16 w/ Springald 17 w/ Mitrailleuse 18 w/ WindcutterBallista 19 w/ Bombard 20 w/ Magical Weapon 1-2 Ballista 3-4 Rapid Scorpion 5-6 Ribault 9-10 Mitrailleuse
Piloting a Colossus
the ten-mile line, it becomes difficult to stop a Dragon
A Colossus is a special type of mobile weapon construct
As such, unavoidable combat that occurs within
created by the Chalishan Empire. Standing up to 200 feet
populated cities creates equal, if not more damage to the
tall or higher, fully armoured and armed to the teeth with
surrounding environment. Combat with a Dragon is
innate armaments and siege weapons, the Colossi were
estimated to take two hours or more. Whether this is
the most effective first and last line of defence against
determinate of the pilot's skills or strength is
the Dragons during the last stages of the Age of War
undetermined.
from reaching the target.
specifically during the Dawn Breaker Wars and in the second Age of War that is about to come.
Operations
Combat
Colossi are controlled by two, or rarely, three, pilots stationed inside the Head Pod. Pilots are equipped in a
As an alternative to mass driver weaponry, Colossi were
type of specialized suit of armour that allows them to
designed to generate as much kinetic energy as tactical
simultaneously interface with the construct. The pilots'
ordnance. They were built to match the estimated scale
very minds are connected in a network bridge that allows
of a dragon (200 feet tall as against 200 feet in length,
them to control the construct's every movement.
and minimize damage created compared to mass driver
Weapons though are controlled differently depending on
weapons. However, given the toxic nature of the dragons
the type mounted. Innate weapons through a colossus’
due to their blood and breath weapons, colossi were
special abilities are controlled by the pilots while
required to rely on hand-to-hand combat and close-
mounted siege weapons are controlled independently by
quarters weapons such as swords or other blade-type
a weapon operator. Weapon operators are stationed on
weapons. In conjunction with close-quarters combat,
the location of the siege weapon on the particular part of
siege weapons and darkpowder weapons such as the
the colossus, inside the Weapon Pod.
bombards and mortars add needed effective range weapons to match the destructive breath weapons of
Control
dragons. The antimagic field inherent in all colossi were also effective defence system against fatal dragon magic.
Control of the colossus fall into the hands of its two pilots. A minimum Strength check of 20 is needed to
In order to prevent damage to major city-states, Colossi
effectively manoeuvre a colossus into action thus a
are often deployed from their respective hangar keeps
single pilot may not be able to even nudge a colossus.
into the neighboring fields or harbors of cities that hug
However with two (or three pilots) they combine their
the coastlines of the Calishan Imperial territories.
Strength checks together plus bonuses to meet the
Though they fight at a disadvantage in the open field or
minimum score required. Role-playing two pilots
water, a Colossus’ priority is to prevent Dragons from
manoeuvring a colossus will be quite a challenge as both
crossing the Miracle Mile, the last-ditch perimeter within
pilots must shout out or give the same type of command
a few miles from the city or offshore. Ancient Dragons
simultaneously in order to render the action effectively.
of 200 feet or greater in size cannot fly anymore due to their enormous scale and thus trudge their way into land
On occasions, the alignment also of the pilots must both
to battle. Should a Dragon bypass a Colossus and cross
be attuned to the alignment of the colossus as given on their respective table of description above.
If both pilots are totally aligned with each other and the
he receives only a +2 bonus and must subtract it from the
colossus, then they both receive +2 bonuses on their
-16 penalty score so that both pilots will receive a -14
Strength check. If only one then only the pilot aligned
penalty score to be deducted from result of the 2d20 roll
receives a +2 bonus. For every increment that one or
they make as Strength check. If the result of the 2D20
both pilots are way-off the right alignment, then each
roll is 38 – 14 penalty for a final score of 24 then both
pilot receives a penalty of -2 to their Strength check.
pilots have effectively controlled the colossus for that
This is done every round for each action that both pilots
round. They can order it to move, manoeuvre, and attack
undertake simultaneously in order to will the colossus to
or fire an innate ability that round.
move or act. Thus the most effective Colossi pilots are mostly fighters or fighter sub-classes due to their Strength as their
Alignment
Goo
Good
Chaotic Chaotic
to the antimagic field being generated by the colossus.
Neutral
good Lawful
good (True)
good Chaotic
specially designed for use by spell casting pilots.
Evil
neutral Lawful
neutral Neutral
neutral Chaotic
evil
evil
evil
d vs. evil
primary ability and their lack of magical dependence due
Law vs. chaos Lawful Neutral Lawful Neutral
Example 1: A Terran Colossus requires pilots to have any neutral alignment to pilot it effectively. If both pilots are of Lawful Neutral, True Neutral or Chaotic Neutral alignments then they both receive +2 points as bonus in order to pilot a colossus. If only one is of any of the three alignments then only one pilot will receive the +2 bonus. If any or both pilots are of Neutral Good or Neutral Evil alignment then they receive similar bonuses. However if their alignments are either Lawful Good, Chaotic Good, Lawful Evil or Chaotic Evil then they receive -2 penalties instead. If both pilots meet the same alignment they get +4 bonus to their Strength check. On a 2d20 roll, if they get 16 + bonuses +4 points bonus then that is a total of 20+ score and so they have effectively controlled the behemoth. They can order it to move, manoeuvre, and attack or fire an innate ability that round. Example 2: A Mercury Colossus requires a Lawful Good or Neutral Good alignment to pilot it effectively. However if the colossus itself is Lawful Good, a pilot whose alignment is Chaotic Evil will receive a -16 penalty to his Strength Check in order to control the colossus effectively. If his co-pilot is Lawful Good then
An exception to this is the Mercury Colossus which was
Head Pod Inside the Head Pod, heads up screen using one way mirrors allow the pilots an immediate layout of their environment, while physical control panels affixed to the top of the Head Pod and between the pilots allow them access to weapons near the head and the basic functions of the colossus. The interior of a Head Pod often reflects the primary design aesthetic of the Colossus and its pilots' armour. This is particularly exemplified in the Head Pod for Lead Colossus or Carbon Colossus, both of which take on more eccentric looks in comparison to the simple or militaristic designs of Terran Colossus or Tungsten Colossus deployed with the Imperial Field Army. Movement within the Head Pod is very minimal like extending of feet or moving the feet of the pilots. Depending on the design of the Head Pod, the mechanics of the Head Pod below may be exposed to allow better movement, or hidden beneath a floor panel where only the movement of the pilots’ feet is allowed immediate movement. Above the pilots are a rig that attaches to the turret of the heavy crossbow or light scorpion of which they can fire
independently in a 45 degrees angle to their front and to the side (but not to the back).
Mark Status Weapons Pod The “Mark" label assigned to each Colossus refers to the Strategically located in various parts of the construct are
production schedule. The production program was
weapons pod, spherical shaped pods connected to the
divided into five decade long roll-outs that began near
large armour platings of the colossus and to a siege
the end of the Dawn Breaker Wars. Colossi have no
weapon system. They can be found at the shoulder
standardized design template; body-types vary widely
plates, upper torso at the back, upper torso at the front,
within each “mark." This level of diversity among the
both sides of the hips and at both upper portions of the
Colossi designs and weaponries was a tactical response
thighs. The weapons pod can be accessed through
to the high variability in Dragon colors and shapes.
ladder-like contraptions specially designed in the armour platings of the colossus or for some more advance boom
All Mark-1 through Mark-3 Colossi utilized power-
tubes are used to magically enable the operator to get
emitting deitic flesh, which put their pilots at substantial
inside the pods with ease.
risk of developing sicknesses. Mark-4 and Mark-5 Colossi, however, used subsequent internal deitic parts,
Each weapon pod can house a single person of human-
minimizing the dangers to the pilots inside the Head Pod.
size and the person fits comfortably inside the pod though with limited movements. The person inside then
Mark-1 Colossi normally used standard siege weapons
acts as the operator of the weapon or gunner. The
like shoulder mounted ballistae, handheld rapid
weapon pod is connected primarily to the nearest siege
scorpions and back mounted trebuchets while the more
weapon system near it. The siege weapon can then be
advanced Mark-5 Colossi used shoulder mounted
operated by the gunner alone (in pair for trebuchets) with
bombards, handheld mitrailleuse and back mounted
reloading, aiming and firing all being done by him alone
mortars. Rumours of a Mark-6 Colossus in development
with the help of cranks and apparatuses designed by the
are whispered and circulating amongst the ranks of the
gnomes. However, some of the siege weapons have
Imperial Field Armies though none has been seen so far.
limited angles in their line of fire which mostly constrains them to fire in a 45 degrees up to a maximum
Unfortunately, the development of the Colossus program
of 90 degrees angle while those siege weapons mounted
was not cheap. The cost of building a Mark-5 Tungsten
at the back need the entire the construct to make a turn in
Colossus, was a reported to be over a hundred million
order to be able to fire them effectively in another
gold pieces, more than ten times the cost of building a
direction. They also have minimal range requirements to
fortified castle. It takes several years to a decade in order
hit targets from 60 feet up to 200 feet in minimum
to complete one and takes several thousands of slaves,
distance. This is especially true for bombards mounted at
conscripts, packed animals and the help of massive
the shoulders or mortars and trebuchets mounted at the
contraptions and towers to build properly. They are
back.
normally constructed within hangars found in several locations in the cities and castle keeps. The Empire is
For close-quarter combats, a colossus relies on its
vastly rich in resources so this will not be a problem for
punches, kicks, stomps, butts, tackles and brandishing
the Imperial Army.
great weapons to effectively conduct melee combat with its opponents.
Dragons of the Enclave
Dragons (or wyrms) were very powerful and magical
self-centered nature, the enclaves was not so successful
creatures. There were several types of dragons, the most
in sweeping the entire territories of the eastern front
common of which were Chromatic and Metallic which
unlike the more organized humans of the empire. In
were evil and good respectively. They were an ancient
Chal, there are nine varieties of chromatic dragons – the
race. Few species that still exist can claim longer lineage.
Yellow Dragon, Purple Dragon, Grey Dragon and the
Dragons were the bane of the creator races of Chal; their
Brown Dragon. That is why Abzu, Tiamat’s consort, is
line was so old, they had their own realm during the first
depicted as having nine heads unlike Tiamat who has
recorded exploits of even the elves. In recent times, the
only five heads.
dragons of Chalisha were a unified force especially the chromatic varieties who gathered together into the
Metallic Dragons
dreaded Dragon Enclave with their goddess Tiamat as their head. In contrast to their anarchic colored brethens,
Metallic dragons were inherently good. They are
the metallic dragons were solitary, recluses and at the
solitary, benevolent and they often were found helping
very least deceptive to their true nature, living amongst
others guising themselves in the race of the one they are
other species in polymorphed form. But unlike their
helping.
other-world varieties, dragons of Chalisha have evolved much further during eons of their existence in Chal. Most
Planar Dragons
dragons even the chromatic ones can polymorph into humanoid forms like that of humans and elves. Some
Sometimes dragons lived and bred in otherworldly
who exceeded past the Ancient status have achieved
environments. Those that remained in another plane long
Wyrm or even greater status which enabled them to grow
enough were radically altered by its nature or its
massively in size (estimated from 100 to 300 feet in
denizens.
length) at the expense of losing their coherence and flight abilities.
Gem Dragons
Subraces
Gem dragons were aloof and self-centered, keeping to themselves and remaining neutral. They spent most of
The draconic family was vast. It consisted of numerous
their time on the Inner Planes and thus are very rarely
types of dragons, as well as lesser creatures related to
seen in Chalisha.
dragons or descended from them.
Miscellaneous Dragons True Dragons These dragon types did not fit into a single category. The term "true dragon" referred to dragons that became more powerful as they aged.
Air Dragons: extremely rare dragons native to the planet Coliar.
Chromatic Dragons
Brainstealer Dragons: underground-dwelling mixes of dragons and mind flayers.
Chromatic dragons were inherently evil. With the
Deep Dragons: actually purple dragons, a variety
founding of the Dragon Enclave in Chal many
of chromatic dragons. Affiliated with the Dragon
chromatic dragons were joined the enclave and were a
Enclave.
terrifying force to reckon with. But due to their evil and
Dzalmus: three-headed dragons native to the
Drakes: there were actually a number of different
Mullorandi Heartlands.
varieties of drakes. Ambush drakes are commonly
Fang Dragons: actually gray dragons, a variety of
used by the Dragon Enclave as their trackers and
chromatic dragons. Affiliated with the Dragon
bloodhounds.
Enclave.
Felldrakes
Force dragons: powerful, aloof, and arrogant
Hellfire Wyrms: diabolic descendants of dragons
transparent dragons.
who made pacts with devils.
Mist Dragons
Landwyrms
Moon Dragons: evil color-changing dragons that
Pseudodragons: tiny, playful creatures that was
inhabited moons.
Prismatic Dragons: powerful, charismatic and
highly valued as familiars.
flamboyant multicolored dragons.
Radiant Dragons: large, iridescent dragons
in the seas around Zhultan.
Sun Wyrms: a cousin of the yellow dragons that
capable of flying through wildspace as natural
lived on plains and could take a form of pure
spelljammers. They are bigger even than the most
energy.
ancient of Chal based dragons
Sea Wyrms: legless, wingless creatures that lived
Rattelyr Dragons: a wingless species of dragon-
Wyverns: large, winged lizards with two legs and a barbed, venomous tail.
like creatures native to warm, sandy deserts with snakelike features.
Song Dragons: mysterious dragons who lived throughout Chal in the guise of humans.
Related Creatures
Abishai: draconic devils that served Tiamat.
Sun Dragons: Benevolent dragons that lived on
Though Tiamat cannot enter the Chal realms, she
the surface of suns.
can send her Abishai to enter the world through the
Stellar Dragons: Enormous intellectual dragons
conjuring of powerful spellcasters.
that inhabited the phlogiston. Some have even
Dracimera
grown to the size of asteroids
Dracohydra
Vishaps: cowardly, flightless dragons native to
Dracosphinx: a sphinx related to red dragons.
Zhultan.
Mantidrake
Lesser Dragons The term lesser dragon referred to dragon-type creatures that did not become more powerful with age. It did not
Undead Dragons
Dracolich: a lich created from a dragon.
Ghostly Dragon: the restless spirit of a slain dragon whose treasure was looted.
necessarily mean that they were less powerful than true dragons.
Skeletal Dragons: skeletons created by animate dead spells that retained some of their draconic
abilities.
Dragon Turtles: massive, dangerous creatures that lived in the oceans. Some have grown to the size of
undead by negative energy.
islands and are on occasions mistaken as one. They are the naval forces of the enclave. Affiliated with the Dragon Enclave.
Dragonnels. Affiliated with the Dragon Enclave.
Vampiric Dragons: extremely rare dragons turned
Zombie Dragons: undead dragons created by vampiric dragons or by necromantic spells.
Dragon Biology
In some instances, dragons also ate magic items. These instances were rare however. While dragons could
Dragons were inherently magical beings, and in no case
"inherit" the magical properties of some magic items for
should dragons be considered reptiles, despite obvious
a day or so, and as such this would had some tactical
similarities such as a scaled epidermis and reproduction
value, few dragons would resort to do such a thing unless
by laying eggs. In fact, they were more akin to feline
they were starving to the point of death.
creatures than reptiles, particularly in regards to their posture and movements, as well as being inherently
Reproduction
warm-blooded and an eye composition similar to felines, although far more complex. A good example of this was
The number of eggs a dragon laid each brood depended
the placement of the legs: dragons also tended to place
on its race, but was usually low, between one and ten.]
their rear foot where their front foot was previously,
Thanks to their shape-shifting, dragons could also cross-
much like most stalking feline predators.
breed with virtually any other creature, creating a halfdragons. The most commonly heard of were in the
Diet
humanoid races, particularly with human and elves thus creating dragonborns. Any combination was possible,
All dragons were omnivorous and could eat almost
however, even with devils or angels.
anything, thanks to their innate elemental nature that allowed them to consume and digest all sorts of food,
Senses
including substances that wouldn't qualify as food to other living creatures. Most dragons preferred a
As for their senses, which varied slightly depending on
carnivorous diet, but a few of them had developing
the species, dragons were superior in most ways to other
unique dietary habits. Metallic dragons, for instance,
creatures - like any predator, they had exceptionally
preferred to eat primarily inorganic fare.
acute senses, which only increased with age. Dragons had excellent depth perception and comparably good
The great "spellwyrm" Helgaldegar believed that each
peripheral vision, able to see twice as well as a human in
dragon had its own "unique body chemistry" so that their
daylight; they had great night vision, and were able to
specific, individualized diet would effect their longevity,
see even when conditions had no light to offer, though
vigor natural proficiency for casting magic and proclivity
not in color. Dragons could also pick up scents very well,
for other activities.
utilizing both their sensitive nose and forked tongue, much like a snake. Their hearing was on par with human
Most dragons usually consumed half their own weight in
hearing, although their minds could filter what noise it
meat every day. Dragons seldom got fat, as their bodies
hears. Dragon taste was also refined, although they did
converted all the eaten food into elemental energy,
not respond well to sweet flavors, and most dragons
storing it for later use. Much of this stored energy was
didn't discuss why. They were able to eat almost
expended using their breath weapons and when their
everything, but each race had a preferred diet; some
bodies changed because of them advancing in age.]
preferred flesh, other to eat precious metals or gems, and
When eating inorganic materials, dragons needed to eat
so forth. Of all its senses, a dragon's sense of touch is the
as much as its own body weight per day to maintain
only one to decrease with age, due mostly to the
healthy bodies.
development of thick, hard scales.
Dragons were capable of blindsense, the sense in which
will still go bigger but then intelligence and logic
eyes, ears, and other senses were used to detect invisible
simultaneously decreases, loses their coherence for
persons or objects.
flying and they become unstable, feral in nature and prone to manipulative control of the more powerful
Abilities
members of the enclave. Occasionally the enclave will release a Wyrm that has gone feral into the unsuspecting
Dragons became stronger as they grew older; they also
territories of Skale or the human empire to wreak havoc
became larger, more resistant to damages and magic, had
to the countryside or coastal areas.
a more dangerous breath, and a great deal of other enhanced aspects. Older dragons could cast draconic magic, such as spells with just a few words, and
Categor y
Stage
Years
1
Wyrmling
0-5
2
Very Young
6-15
3
Young
16-25
4
Juvenile
26-50
5
Young Adult
51-100
6
Adult
101-200
7
Mature Adult
201-400
8
Old
401-600
9
Very Old
601-800
10
Ancient
801-1,000
11
Venerable
1,0011,200
12
Wyrm
1,2011500
13
Great
1,501-
oftentimes they didn't need long and complex ritual involving words, gestures and components like other wizards, and they radiated a mystical fear aura around themselves. After a millennium or two, a dragon reached his maximum development. But some reach beyond and thus grow larger but then intelligence start to decrease and their feral nature becomes more apparent. More often dragons who have lived past the Great Wyrm stage would rather convert to become a Dracolich than go senile and be at the control of the Dragon Enclave. All dragons had some innate magical abilities, but they varied from race to race. Metallic dragons were often able to shapechange into small animals or other forms, and used this ability to secretly help or watch over humans. Dragons also had some innate powers upon the element they are linked to. For example a red dragon, who breathed fire, had some control over other flame.
Dragon Ages aka Category Status True Dragons in Chal go through fourteen stages of growth during their enormously long life cycle. While size depends on the subspecies of dragon, category 10 dragons or wyrms are often more than 100 feet in length. Some even reach 200 and 300 feet depending on the variety. Unlike Humans, age does not seem to diminish their strength, intelligence, or power, and often has the opposite effect, and so the oldest wyrms are among the most formidable and impressive creatures in all of Chal. But once the Ancient category is surpassed the dragon
Wyrm
14
Grand Wyrm
2,000
when it reaches Great Wyrm Stage and +2 finally to all its Base Stats once it is able to attain Grand Wyrm Stage.
2,001+
damage on each of its attacks and additional 20 feet to its Frightful Presence for each category
The Wyrm Stages Unlike in other worlds, dragons of Chal reach the fullest
from Venerable Stage to Grand Wyrm Stage
stages in the evolution of dragonkind. Though dragons are noted for their increase in intelligence and power as
For Actions, the dragon adds 1 additional Die of
The dragon adds an additional 2 Dice of damage to its breath weapon for each stage beyond Ancient.
The dragon can add 1 additional Legendary Action
they grow with age, it has its limits also. Once they reach
for each category beyond the Ancient Stage for a
or surpass the Ancient Stage, several changes normally
maximum total of 7 Legendary Actions.
occur in the dragon which has never been experienced in
other realms.
The dragon slowly loses its ability to cast spells or use its innate spell-like abilities
The dragon gradually decreases in intelligence and
Notable changes in the dragon starting from the Ancient
wisdom as it grows bigger and bigger way past the
stage and beyond are as follows:
Ancient Stage thus turning it into a savage creature of utter destruction.
The dragon can grow up to 100 feet in length once they reach the Ancient Stage (Category 10). Dragons when they reach the Venerable Stage (Category 11) can reach up to 150 feet in length. Dragons of Wyrm Stage (Category 12) can reach up to 200 feet. Dragons of Great Wyrm Stage (Category 13) can even reach up to 250 feet in length and those of the Grand Wyrm Stage (Category 14) can reach 300 feet or longer in length.
If a dragon reaches 100 feet in total length or longer then they begin to lose their abilities to fly or even hover. They then rely on trudging, running or walking to get from one area to another.
Dragons of the Venerable Stage add 50 points to their Hit Points. While dragons of Wyrm Stage add 50 hit points to their total HP, those of the Great Wyrm Stage adds another 50 hit points and those of the Grand Wyrm Stage adds a final set of 50 hit points.
Besides Hit Points, the dragon adds +2 additional modifiers to all its Base Stats once it gets to the Venerable Stage, +2 again to all its Base Stats once it reaches Wyrm Stage, +2 to all its Base Stats
Sample Wyrm Stages Ancient (Category 10) Yellow Dragon Gargantuan dragon (chromatic dragon), chaotic neutral Armor Class: 27 (natural armor) Hit Points: 367 (21d20+147) Speed: 40 ft., fly 120 ft. STR 20 (+5)
DEX 25 (+7)
CON 20 (+5)
INT 18 (+4)
WIS 22 (+6)
CHA 18 (+4)
Saving Throws: Dex +13, Con +11, Wis +12, Cha +11 Skills: Perception +11, Stealth +13 Damage Immunity: radiant Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 22 (41,000 xp) Dexterous. The dragon treats any melee attack as a finesse weapon attack. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions Multiattack. the dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d10+7) piercing damage plus 9 (2d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (2d6+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Radiant Breath (Recharge 5-6). The dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Venerable(Category 11) Yellow Dragon Gargantuan dragon (chromatic dragon), chaotic neutral Armor Class: 28 (natural armor) Hit Points: 392 (21d20+197) Speed: 40 ft., fly 0 ft. STR 20 (+7)
DEX 25 (+9)
CON 20 (+7)
INT 18 (+4)
WIS 22 (+8)
CHA 18 (+4)
Saving Throws: Dex +15, Con +13, Wis +10, Cha +9 Skills: Perception +13, Stealth +11 Damage Immunity: radiant Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 23 (51,000 xp) Dexterous. The dragon treats any melee attack as a finesse weapon attack. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions Multiattack. the dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (3d10+7) piercing damage plus 13 (3d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (3d6+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 24 (3d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 140 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Radiant Breath (Recharge 5-6). The dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 75 (17d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
Legendary Actions The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of
its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 18 (3d6+7) bludgeoning damage and be knocked prone. The dragon can then move up to half its walking speed.
Wyrm (Category 12) Yellow Dragon Gargantuan dragon (chromatic dragon), chaotic neutral Armor Class: 29 (natural armor) Hit Points: 417 (21d20+247) Speed: 40 ft., fly 0 ft. STR 20 (+9)
DEX 27 (+11)
CON 20 (+9)
INT 18 (+4)
WIS 20 (+6)
CHA 16 (+2)
Saving Throws: Dex +17, Con +15, Wis +8, Cha +7 Skills: Perception +13, Stealth +9 Damage Immunity: radiant Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 24 (61,000 xp) Dexterous. The dragon treats any melee attack as a finesse weapon attack. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions Multiattack. the dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (4d10+7) piercing damage plus 17 (4d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (4d6+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 28 (4d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 160 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Radiant Breath (Recharge 5-6). The dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 90 (19d8) radiant damage on a failed save, or
half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
Legendary Actions The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 22 (4d6+7) bludgeoning damage and be knocked prone. The dragon can then move up to half its walking speed.
Great Wyrm (Category 13) Yellow Dragon Gargantuan dragon (chromatic dragon), chaotic neutral Armor Class: 30 (natural armor) Hit Points: 442 (21d20+297) Speed: 35 ft., fly 0 ft. STR 27 (+11)
DEX 29 (+13)
CON 20 (+11)
INT 16 (+3)
WIS 18 (+4)
CHA 14 (+1)
Saving Throws: Dex +19, Con +17, Wis +6, Cha +5 Skills: Perception +13, Stealth +7 Damage Immunity: radiant Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 25 (71,000 xp) Dexterous. The dragon treats any melee attack as a finesse weapon attack. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions Multiattack. the dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 40 (5d10+7) piercing damage plus 23 (5d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (5d6+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 32 (5d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 180 feet of the dragon and aware of it must
succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Radiant Breath (Recharge 5-6). The dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 98 (21d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
Legendary Actions The dragon can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 28 (5d6+7) bludgeoning damage and be knocked prone. The dragon can then move up to half its walking speed.
Grand Wyrm (Category 14) Yellow Dragon Gargantuan dragon (chromatic dragon), chaotic neutral Armor Class: 30 (natural armor) Hit Points: 467 (21d20+347) Speed: 30 ft., fly 0 ft. STR 29 (+13)
DEX 31 (+15)
CON 22 (+13)
INT 14 (+1)
WIS 16 (+2)
CHA 12 (+1)
Saving Throws: Dex +21, Con +19, Wis +4, Cha +3 Skills: Perception +13, Stealth +5 Damage Immunity: radiant Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 26 (81,000 xp) Dexterous. The dragon treats any melee attack as a finesse weapon attack. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions Multiattack. the dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 48 (6d10+7) piercing damage plus 27
(6d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 33 (6d6+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 39 (6d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 200 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Radiant Breath (Recharge 5-6). The dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 114 (23d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
Legendary Actions The dragon can take 7 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 34 (6d6+7) bludgeoning damage and be knocked prone. The dragon can then move up to half its walking speed.
Chromatic Dragons
Green Dragons
Types
Green dragons were highly territorial, deceptive, forestdwelling creatures who loved secrets and intrigue.
Although there were many chromatic dragon species, the
Although lawful evil, they were duplicitous and cunning
following are the ones known to exist in Chalisha and
foes who loved combat. They lead the jungle and forest
affiliated with the Dragon Enclaves.
battle campaigns of the enclave. Their breath weapon was a cone of poisonous green gas.
Red Dragons White Dragons Red dragons were greedy, chaotic evil creatures, interested only in their own well-being, vanity, and the
White dragons, also called ice dragons or glacial wyrms,
extension of their treasure hoards. They were supremely
were the smallest and weakest of the classic chromatic
confident, being the largest and most powerful of the
dragons. However, they were by no means harmless.
chromatic dragons and thus are assigned very high
White dragons were extremely well-suited to their arctic
positions in the hierarchy of the Dragon Enclave .
habitat and had excellent memories so they normally
Typically found living in mountainous regions, they
lead artic or glacier warfare campaigns of the enclaves.
breathed a very devastating cone of fire.
They were more feral than other dragons, though, and always chaotic evil. They breathed a cone of ice or frost.
Black Dragons Brown Dragons Black dragons, or skull dragons, were the most viletempered and cruel of all chromatic dragons. Excellent
Brown dragons, also called great desert dragons were
swimmers who normally lived in swamps and marshes,
wingless, neutral evil dragons who laired in deserts.
they preferred ambush attacks. Thus they are primarily
They preferred ambushes to straightforward combat,
used in the marsh or swamp campaigns of the enclave.
burying themselves in the sand and attacking at the most
They had a corrosive acid breath weapon that fire in a
opportune moment. They lead the desert battle
straight line.
campaigns of the enclave. Their breath weapon is a line
Blue Dragons
of acid enough to reduce the target to dust and sand.
Blue dragons were manipulative, lawful evil chromatics
Purple Dragons
who were infamous in the enclave armies for their skill at creating hallucinations, and their cruel use of such
Purple dragons, also called deep dragons, were slender,
things. They preferred aerial combat, which allowed
agile dragons who patiently stalked their prey. They
them to use their electrical breath weapon most
lived in the Underdark and were rarely found on the
efficiently. Blue dragons most often lived in arid
surface and thus lead the Underdark military campaigns
wastelands and deserts. They act as high level
of the Dragon Enclave. Purple dragons often allied with
commanders in the enclave army or leaders of lightining-
drow (dark elves), and considered themselves rivals of
strike attack teams - highly mobile attack contingents of
cloakers and mind flayers. They were chaotic evil and
the Dragon Enclave tasked with leading the assault on
had a psychic "breath weapon" that confused and
both air and land in any of their military offensive
disoriented the target.
campaigns.
Gray Dragons
Metallic Dragons
Gray dragons, also called fang dragons, were rapacious, violent dragons that were good at physical combat but
Metallic dragons were a type of dragon distinguished
poor at flying. Some gray dragons possessed an acid
typically by the color and composition of their scales,
breath weapon that can melt metal. They are normally
that was like that of various metals, hence the name.
assigned in the field spearheading the ranks of the
They were generally good, altruistic, and righteous
enclave army to frontline combat in open terrain or to
creatures. Despite their relatively benign nature, metallic
meet the humans’ colossi head on in battle.
dragons were also aggressive when threatened or challenged. They usually worshiped Bahamut Platinum,
Yellow Dragons A very rare species of chromatic dragons, only a few individuals of this species had been spotted acting as special forces or seek-and-destroy function in the army.
whom they regarded as their king. It was believed by scholars from Waterkelp that all species of metallic dragons evolved from the protodragon species of the ferrodraco genus.
Yellow dragons were solitary predators and secretive
Metallic dragons tend to be solitary, aloof or
creatures, even among dragons. The yellow dragon's
unassociated from the other younger races except for a
breath weapon was a high-speed blast of super-heated air
few like silver or steel dragons who grew to love
and sand.
mankind
Of all the varieties of dragons, metallic dragons are the
lived in coastal areas, and had an electrical breath
most avid polymorphs assuming human or elven forms
weapon. Bronze dragons among the metallic varieties are
and some even locked themselves up in that particular
occasionally seen in the ranks of the Imperial Field
form for years or even decades. Some of the common
Army acting as strategists for generals if not the least
species of metallics most especially the silver and steel
aerial mounts for imperial commanders. They willingly
dragons have grown accustomed and has learned to love
joined the army in order to sate their fascination for
the humans even though they are a far younger race. It is
warfare and the delight of battling their evil chromatic
even rumoured that the emperor of Calisha has a gold
kins.
dragon lover polymorphed into a very beautiful young maiden with shimmering golden hair. Metallic dragons harbor deep resentment to their evil chromatic kins due to their malevolent or destructive nature and oftentimes work behind the scenes aiding humans, dwarves and the other younger races as they try to thwart the plans of the enclave. Although there were many metallic dragon species, the following are the ones known by sages of Chal:
Gold Dragons
Copper Dragons Copper dragons were born pranksters, jokesters, and riddlers. They were chaotic good and lived in rocky mountains. Copper dragons had an acid breath weapon but preferred to avoid combat altogether, instead taunting and teasing foes until they left.
Brass Dragons Brass dragons were extremely talkative and loved the intense heat of deserts. They often engaged foes and friends alike in hours of long-winded conversation. They
Gold dragons were the most powerful and majestic of the classic metallic dragons. They are wise, lawful good foes of evil and injustice. Gold dragons were very knowledgeable and reclusive. They preferred stone lairs and had a cone of fire as a breath weapon.
avoided combat if possible, but would use their breath weapon, a cone of sleeping gas, to subdue foes if threatened. They were the weakest of the classic metallic dragons, but still chaotic good. If a brass dragon is seen in the Imperial Army then they normally act as heralds or war propagandists.
Silver Dragons Mercury Dragons Silver dragons were regal, lawful good creatures who often took a humanoid form and lived among humans and elves. Their breath weapon was a cone of freezing cold, and they normally laired in mountains. They were
Mercury dragons were whimsical, impulsive creatures. They delighted in unpredictability and were reputed to be mentally unstable as well.
very smart and preferred not to fight unless necessary.
Bronze Dragons
Iron Dragons Iron dragons were powerful, dangerous predators. While
Bronze dragons were inquisitive dragons with a fierce appearance and a fascination for warfare. They would often seek to fight evil, and would join good-aligned armies in a humanoid form. They were lawful good,
most had a neutral alignment, some were actually evil. Although this does not mean that they are automatically affiliated with the Dragon Enclave since most still prefer to work on their own and do not deal with enclave affair.
Steel Dragons Steel dragons were sociable, clever, and curious, and they preferred the company of humanoids rather than dragons. They often clandestinely lived in humanoid cities, and spent much of their time in a humanoid form. Some have even grown in ranks, power or reputation in the political and military scene of the Empire. They were either lawful neutral or lawful good, and breathed a cone of poison gas.
Platinum Dragons The rarest, largest, and most powerful of the metallic dragons, platinum dragons represented the epitome of the metallic dragons. Many believed that only one ever existed and that is Bahamut Platinum.